public MainMenu(Game game, SpriteBatch givenSpriteBatch) : base(game,givenSpriteBatch) { selectorBase1 = new EnemyBaseObject(game, givenSpriteBatch,0,1,0); //enemyBase1.position = new Vector2(400, 240); //enemyBase1.spawnInitialExpulsionSpeed = 100f; //enemyBase1.isAlive = true; //enemyBase1.isStarted = true; selectorBase2 = new EnemyBaseObject(game, givenSpriteBatch, 0, 1,0); setInitialValues(); collisionList.Add(selectorBase1); collisionList.Add(selectorBase2); // putting in abstract LoadContent() //foreach(EnemyBaseObject eBase in collisionList) //{ // foreach (EnemyUnitObject units in eBase.unitsArray) // { // collisionList.Add(units); // } //} }
public Level_2_1(Game game, SpriteBatch givenSpriteBatch) : base(game,givenSpriteBatch) { movingEnemyBase1 = new EnemyBaseObject(game, givenSpriteBatch, 15, 0.5f,3); originalTargetAngle = 90; setInitialValues(); collisionList.Add(movingEnemyBase1); nextScreenType = typeof(Level_2_2); }
public Level_1_2(Game game, SpriteBatch givenSpriteBatch) : base(game,givenSpriteBatch) { enemyBase1 = new EnemyBaseObject(game, givenSpriteBatch, 5, 0.85f,1); collisionList.Add(enemyBase1); enemyBase2 = new EnemyBaseObject(game, givenSpriteBatch, 4, 0.75f,1); collisionList.Add(enemyBase2); setInitialValues(); nextScreenType = typeof(Level_1_3); }
public Level_1_5(Game game, SpriteBatch givenSpriteBatch) : base(game, givenSpriteBatch) { enemyBase1 = new EnemyBaseObject(game, givenSpriteBatch, 3, 0.8f,1); collisionList.Add(enemyBase1); enemyBase2 = new EnemyBaseObject(game, givenSpriteBatch, 3, 0.8f,1); collisionList.Add(enemyBase2); enemyBase3 = new EnemyBaseObject(game, givenSpriteBatch, 3, 0.8f,1); collisionList.Add(enemyBase3); enemyBase4 = new EnemyBaseObject(game, givenSpriteBatch, 3, 0.8f,1); collisionList.Add(enemyBase4); enemyBase5 = new EnemyBaseObject(game, givenSpriteBatch, 4, 0.8f,1); collisionList.Add(enemyBase5); setInitialValues(); nextScreenType = typeof(Level_2_1); }
private void updateMovingBasePV(GameTime gameTime, EnemyBaseObject movingBase) { movingBase.position += movingBase.velocity * movingBase.speed * (float)gameTime.ElapsedGameTime.Milliseconds; }
private void updateHomingMovingBasePV_SetTargetSpawn(GameTime gameTime, EnemyBaseObject movingBase) { Vector2 direction = GameFlowManager.sharedGameFlowManager.player1.position - movingBase.position; direction.Normalize(); movingBase.position += direction * movingBase.speed * (float)gameTime.ElapsedGameTime.Milliseconds; }