示例#1
0
        //This is our class for returning our cloned enemy. May be changed in the future
        //To return a hashmap or dictionairy of a group of cloned classes.
        public Dictionary <int, EnemySubclass> getClonedEnemy(int count, DifficultyState state)
        {
            //Declare our class for cloning
            Original = new EnemySubclass(WindowX, WindowY);

            //declare our return dictionairy
            Dictionary <int, EnemySubclass> returnDict = new Dictionary <int, EnemySubclass>();

            //return a filled hash map
            //of the specified class (filled with 5 clones to start)
            for (int i = 0; i < count; i++)
            {
                //Set the attribs each time we add to the initial area
                Original.setDifficultyAttribs(state.EnemySpeed, state.EnemyKillWorth, state.EnemyScreenPts);
                //create our clone
                EnemySubclass EnemyClone = (EnemySubclass)getEnemy(Original);



                //add to dictionairy
                returnDict.Add(i, EnemyClone);
            }

            //return dictionairy full of 5 seperate enemies


            return(returnDict);
        }
示例#2
0
        //This is our class for returning our cloned enemy. May be changed in the future
        //To return a hashmap or dictionairy of a group of cloned classes.
        public Dictionary<int, EnemySubclass> getClonedEnemy(int count, DifficultyState state)
        {
            //Declare our class for cloning
            Original = new EnemySubclass(WindowX, WindowY);

            //declare our return dictionairy
            Dictionary<int, EnemySubclass> returnDict = new Dictionary<int, EnemySubclass>();

            //return a filled hash map
            //of the specified class (filled with 5 clones to start)
            for(int i = 0; i < count; i++)
            {

                //Set the attribs each time we add to the initial area
                Original.setDifficultyAttribs(state.EnemySpeed,state.EnemyKillWorth,state.EnemyScreenPts);
                //create our clone
                EnemySubclass EnemyClone = (EnemySubclass)getEnemy(Original);

                //add to dictionairy
                returnDict.Add(i, EnemyClone);
            }

            //return dictionairy full of 5 seperate enemies

            return returnDict;
        }
示例#3
0
        public EnemySubclass spawnEnemy(DifficultyState state)
        {
            //create our clone
            EnemySubclass EnemyClone = (EnemySubclass)getEnemy(Original);

            //Set the attribs each time we add to the initial area
            EnemyClone.setDifficultyAttribs(state.EnemySpeed, state.EnemyKillWorth, state.EnemyScreenPts);

            return(EnemyClone);
        }