public static void Update() { if (!PlayerShip.Instance.IsDead && EntityManager.Count < 200) { if (rand.Next(1, 500) == 1) { EntityManager.Add(Speed.CreateSpeed(GetSpawnPosition())); } if (rand.Next(1, 250) == 1) { EntityManager.Add(Ammo.CreateAmmo(GetSpawnPosition())); } if (rand.Next((int)inverseSpawnChance) == 0) { EntityManager.Add(Enemy.CreateSeeker(GetSpawnPosition())); } if (rand.Next(1, 2) == 1 && GameRoot.state3 == true && Count < 1) { Count = Count + 1; EntityManager.Add(Bosses.CreateBosses(GetSpawnPosition())); } } // slowly increase the spawn rate as time progresses if (inverseSpawnChance > 20) { inverseSpawnChance -= 0.005f; } if (ammoChance > 20) { ammoChance -= 0.5f; } }
public static void Update() { if (!PlayerShip.Instance.IsDead && EntityManager.Count < 200) { if (rand.Next((int)inverseSpawnChance) == 0) { EntityManager.Add(Enemy.CreateSeeker(GetSpawnPosition())); } } // slowly increase the spawn rate as time progresses if (inverseSpawnChance > 20) { inverseSpawnChance -= 0.005f; } }
public static void Update() { if (GameRoot.gameState == GameRoot.GameState.LevelTwo || GameRoot.gameState == GameRoot.GameState.LevelOne) { if (!PlayerShip.Instance.IsDead && EntityManager.Count < 200) { if (rand.Next((int)inverseSpawnChance) == 0) { EntityManager.Add(Enemy.CreateSeeker(GetSpawnPosition())); } } } if (GameRoot.gameState == GameRoot.GameState.LevelTwo || GameRoot.gameState == GameRoot.GameState.LevelThree) { if (!PlayerShip.Instance.IsDead && EntityManager.Count < 200) { if (rand.Next((int)inverseSpawnChance) == 0) { EntityManager.Add(Enemy.CreateSeeker2(GetSpawnPosition())); } } } if (GameRoot.gameState == GameRoot.GameState.LevelThree) { if (EntityManager.Score >= 5000 && EntityManager.Score <= 11000) { EntityManager.Add(Enemy.CreateSeeker3(BossSpawnPosition())); } } // slowly increase the spawn rate as time progresses if (inverseSpawnChance > 20) { inverseSpawnChance -= 0.005f; } }
private static void levelSpawner() { int randEnemySpawn = rand.Next(1, 3); //Level 1 if (!PlayerShip.Instance.IsDead && EntityManager.Count < 200) { if (rand.Next((int)inverseSpawnChance) == 0 && PlayerShip.Instance.level != 4) { EntityManager.Add(Enemy.CreateSeeker(GetSpawnPosition())); } else if (rand.Next((int)inverseSpawnChance) == 10 && PlayerShip.Instance.level == 2) { //Level 2 EntityManager.Add(Enemy.CreateStraightLineEnemy(GetSpawnPosition())); } else if (rand.Next((int)inverseSpawnChance) == 10 && PlayerShip.Instance.level == 3) { Console.WriteLine("Random Enemy: " + randEnemySpawn); //Level 3 switch (randEnemySpawn) { case 1: EntityManager.Add(Enemy.CreateStraightLineEnemy(GetSpawnPosition())); Console.WriteLine("Random Enemy: " + randEnemySpawn); break; case 2: EntityManager.Add(Enemy.CreateStraightLineEnemyLeft(GetSpawnPositionRightSide())); EntityManager.Add(Enemy.CreateStraightLineEnemyLeft(GetSpawnPositionRightSide())); break; } } //Final Level else if (rand.Next((int)inverseSpawnChance) == 10 && PlayerShip.Instance.level == 4) { if (PlayerShip.Instance.bossSpawned == false) { EntityManager.Add(Enemy.CreateBoss(bossSpawnPos)); } switch (randEnemySpawn) { case 1: EntityManager.Add(Enemy.CreateStraightLineEnemy(GetSpawnPosition())); break; case 2: EntityManager.Add(Enemy.CreateStraightLineEnemyLeft(GetSpawnPositionRightSide())); break; case 3: EntityManager.Add(Enemy.CreateStraightLineEnemyRight(GetSpawnPositionLeftSide())); break; } } } // slowly increase the spawn rate as time progresses if (inverseSpawnChance > 20) { inverseSpawnChance -= 0.01f; } }