public override void Dispose() { if (!base.IsDisposed) { Console.WriteLine("Disposing Game Over Boss Screen"); this.m_lastBoss = null; this.m_dialoguePlate.Dispose(); this.m_dialoguePlate = null; this.m_continueText.Dispose(); this.m_continueText = null; this.m_playerGhost.Dispose(); this.m_playerGhost = null; this.m_spotlight.Dispose(); this.m_spotlight = null; this.m_bossFallSound.Dispose(); this.m_bossFallSound = null; this.m_bossKneesSound.Dispose(); this.m_bossKneesSound = null; this.m_playerFrame.Dispose(); this.m_playerFrame = null; this.m_king.Dispose(); this.m_king = null; base.Dispose(); } }
public override void Initialize() { this.m_boss = (base.EnemyList[0] as EnemyObj_LastBoss); this.m_boss.SaveToFile = false; this.m_boss2 = (base.EnemyList[1] as EnemyObj_LastBoss); this.m_boss2.SaveToFile = false; base.Initialize(); }
public override void Dispose() { if (!base.IsDisposed) { this.m_boss = null; this.m_boss2 = null; base.Dispose(); } }
public override void PassInData(List<object> objList) { this.m_lastBoss = (objList[0] as EnemyObj_LastBoss); this.m_bossKneesSound = new FrameSoundObj(this.m_lastBoss, 3, new string[] { "FinalBoss_St2_Deathsceen_Knees" }); this.m_bossFallSound = new FrameSoundObj(this.m_lastBoss, 13, new string[] { "FinalBoss_St2_Deathsceen_Fall" }); base.PassInData(objList); }
public static EnemyObj BuildEnemy(int enemyType, PlayerObj player, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty, bool doNotInitialize = false) { EnemyObj enemyObj = null; switch (enemyType) { case 1: enemyObj = new EnemyObj_BallAndChain(player, physicsManager, levelToAttachTo, difficulty); break; case 2: enemyObj = new EnemyObj_Blob(player, physicsManager, levelToAttachTo, difficulty); break; case 3: enemyObj = new EnemyObj_BouncySpike(player, physicsManager, levelToAttachTo, difficulty); break; case 4: enemyObj = new EnemyObj_Eagle(player, physicsManager, levelToAttachTo, difficulty); break; case 5: enemyObj = new EnemyObj_EarthWizard(player, physicsManager, levelToAttachTo, difficulty); break; case 6: enemyObj = new EnemyObj_Eyeball(player, physicsManager, levelToAttachTo, difficulty); break; case 7: enemyObj = new EnemyObj_Fairy(player, physicsManager, levelToAttachTo, difficulty); break; case 8: enemyObj = new EnemyObj_Fireball(player, physicsManager, levelToAttachTo, difficulty); break; case 9: enemyObj = new EnemyObj_FireWizard(player, physicsManager, levelToAttachTo, difficulty); break; case 10: enemyObj = new EnemyObj_Horse(player, physicsManager, levelToAttachTo, difficulty); break; case 11: enemyObj = new EnemyObj_IceWizard(player, physicsManager, levelToAttachTo, difficulty); break; case 12: enemyObj = new EnemyObj_Knight(player, physicsManager, levelToAttachTo, difficulty); break; case 13: enemyObj = new EnemyObj_Ninja(player, physicsManager, levelToAttachTo, difficulty); break; case 14: enemyObj = new EnemyObj_ShieldKnight(player, physicsManager, levelToAttachTo, difficulty); break; case 15: enemyObj = new EnemyObj_Skeleton(player, physicsManager, levelToAttachTo, difficulty); break; case 16: enemyObj = new EnemyObj_SwordKnight(player, physicsManager, levelToAttachTo, difficulty); break; case 17: enemyObj = new EnemyObj_Turret(player, physicsManager, levelToAttachTo, difficulty); break; case 18: enemyObj = new EnemyObj_Wall(player, physicsManager, levelToAttachTo, difficulty); break; case 19: enemyObj = new EnemyObj_Wolf(player, physicsManager, levelToAttachTo, difficulty); break; case 20: enemyObj = new EnemyObj_Zombie(player, physicsManager, levelToAttachTo, difficulty); break; case 21: enemyObj = new EnemyObj_SpikeTrap(player, physicsManager, levelToAttachTo, difficulty); break; case 22: enemyObj = new EnemyObj_Plant(player, physicsManager, levelToAttachTo, difficulty); break; case 23: enemyObj = new EnemyObj_Energon(player, physicsManager, levelToAttachTo, difficulty); break; case 24: enemyObj = new EnemyObj_Spark(player, physicsManager, levelToAttachTo, difficulty); break; case 25: enemyObj = new EnemyObj_SkeletonArcher(player, physicsManager, levelToAttachTo, difficulty); break; case 26: enemyObj = new EnemyObj_Chicken(player, physicsManager, levelToAttachTo, difficulty); break; case 27: enemyObj = new EnemyObj_Platform(player, physicsManager, levelToAttachTo, difficulty); break; case 28: enemyObj = new EnemyObj_HomingTurret(player, physicsManager, levelToAttachTo, difficulty); break; case 29: enemyObj = new EnemyObj_LastBoss(player, physicsManager, levelToAttachTo, difficulty); break; case 30: enemyObj = new EnemyObj_Dummy(player, physicsManager, levelToAttachTo, difficulty); break; case 31: enemyObj = new EnemyObj_Starburst(player, physicsManager, levelToAttachTo, difficulty); break; case 32: enemyObj = new EnemyObj_Portrait(player, physicsManager, levelToAttachTo, difficulty); break; case 33: enemyObj = new EnemyObj_Mimic(player, physicsManager, levelToAttachTo, difficulty); break; } if (player == null && !doNotInitialize) { enemyObj.Initialize(); } return enemyObj; }
public override void Initialize() { this.m_boss = (base.EnemyList[0] as EnemyObj_LastBoss); foreach (GameObj current in base.GameObjList) { if (current.Name == "fountain") { this.m_fountain = (current as ObjContainer); } if (current.Name == "stainglass") { current.Opacity = 0.5f; } if (current.Name == "door") { this.m_bossDoorSprite = (current as SpriteObj); } } foreach (DoorObj current2 in base.DoorList) { if (current2.Name == "FinalBossDoor") { this.m_bossDoor = current2; this.m_bossDoor.Locked = true; break; } } base.Initialize(); }