public DecisionEnemy(Vector2 position, SimulationWorld world) : base(Globals.player, position, 100, 40, world) { Health = 150; MaxHealth = 150; color = Color.Cyan; weapon = new Rifle(world, this); GeneratePatrolPath(); }
public FuSMEnemy(Vector2 position, SimulationWorld world) : base(Globals.player, position, 100, 40, world) { this.Machine = new FuSMMachine<FuSMEnemy>(this) .AddState(new ApproachState()) .AddState(new AttackState()) .AddState(new ForewarnState()) .AddState(new PatrolState()); health = 150; maxHealth = 150; color = Color.Cyan; weapon = new Rifle(world, this); }
public BaseEnemy(Texture2D texture, Vector2 position, float speed, int size, SimulationWorld world) : base(texture, position, speed, size, world) { var rand = new Random(); switch(rand.Next(0, 4)) { case 0: weapon = new ShotGun(world, this); break; case 1: weapon = new Bazooka(world, this); break; case 2: weapon = new Rifle(world, this); break; default: weapon = new Pistol(world, this); break; } }
public override void onPickup(Entity e) { Weapon weapon; var rand = new Random(); switch (rand.Next(0, 4)) { case 0: weapon = new ShotGun(world, e); break; case 1: weapon = new Bazooka(world, e); break; case 2: weapon = new Rifle(world, e); break; default: weapon = new Pistol(world, e); break; } e.SetWeapon(weapon); }