private void AddEnemy() { // Create the animation object Animation enemyAnimation = new Animation(); Animation enemyAnimation2 = new Animation(); // Initialize the animation with the correct animation information enemyAnimation.Initialize(enemyTexture, Vector2.Zero, 47, 61, 8, 30, Color.White, 1f, true); enemyAnimation2.Initialize(enemyTexture2, Vector2.Zero, 80, 75, 2, 40, Color.White, 1f, true); // Randomly generate the position of the enemy Vector2 position = new Vector2(GraphicsDevice.Viewport.Width + enemyTexture.Width / 2, random.Next(100, GraphicsDevice.Viewport.Height - 100)); Vector2 position2 = new Vector2(GraphicsDevice.Viewport.Width + enemyTexture2.Width / 2, random.Next(100, GraphicsDevice.Viewport.Height - 100)); // Create an enemy Enemy enemy = new Enemy(); Enemy2 enemy2 = new Enemy2(); // Initialize the enemy enemy.Initialize(enemyAnimation, position); enemy2.Initialize(enemyAnimation2, position2); // Add the enemy to the active enemies list enemies.Add(enemy); enemies2.Add(enemy2); }
private void AddEnemy() { Animation enemyAnimation = new Animation(); enemyAnimation.Initialize(enemyTexture, Vector2.Zero, 47, 61, 8, 30, Color.White, 1f, true); Vector2 position = new Vector2(GraphicsDevice.Viewport.Width + enemyTexture.Width / 2, random.Next(100, GraphicsDevice.Viewport.Height - 100)); Enemy enemy = new Enemy(); enemy.Initialize(enemyAnimation, position); enemies.Add(enemy); }
private void AddEnemy() { Animation enemyAnimation = new Animation(); enemyAnimation.Initialize(enemyTexture, Vector2.Zero, 375, 454, 8, 35, Color.White, 0.17f, true, 0, Vector2.Zero, SpriteEffects.None, 0); Sound enemyExplosionSound; enemyExplosionSound = new Sound(Content, "Sounds\\explosion", 0.17f, false); Enemy enemy = new Enemy(); enemy.Initialize(enemyAnimation, GetRandomPosition(50, -enemyTexture.Height / 2), 20, enemyExplosionSound); enemies.Add(enemy); }
//Addmin enemies to the field! private void AddEnemy() { //create an animation Animation enemyAnimation = new Animation(); //initialize position with the correct sizes enemyAnimation.Initialize(enemyTexture, Vector2.Zero, 47, 61, 8, 30, Color.White, 1f, true); //initialize the position of the enemy Vector2 position = new Vector2(GraphicsDevice.Viewport.Width + enemyTexture.Width / 2, random.Next(100, GraphicsDevice.Viewport.Height - 100)); //create an enmey Enemy enemy = new Enemy(); //initialize the enmy enemy.Initialize(enemyAnimation, position); //add enemy to the game enemies.Add(enemy); }
private void UpdateEnemies(GameTime gameTime) { if (gameTime.TotalGameTime - Enemy.PrevSpawnTime > Enemy.SpawnTime) { Enemy.PrevSpawnTime = gameTime.TotalGameTime; if (!isGameEnded) { enemyCount++; if (enemyCount == 7) { shootingEnemy.Initialize(shootingEnemyAnimation, GetRandomPosition(50, -25), 40, shootingEnemyExplosionSound); enemyCount = 0; } else { AddEnemy(); } } } // Update the Enemies for (int i = enemies.Count - 1; i >= 0; i--) { enemies[i].Update(gameTime, graphics, enemyMoveSpeed); if (enemies[i].Active == false) { enemies.RemoveAt(i); } } if (shootingEnemy.Active) { shootingEnemy.Update(gameTime, graphics, shootingEnemyMoveSpeed); FireEnemyLaser(gameTime); } }
private void AddEnemy() { // Create the animation object Animation enemyAnimation = new Animation(); // Initialize the animation with the correct animation information enemyAnimation.Initialize(enemyTexture, Vector2.Zero, 47, 61, 8, 30, Color.White, 1f, true); // Randomly generate the position of the enemy Vector2 position = new Vector2(ScreenManager.GraphicsDevice.Viewport.Width + enemyTexture.Width / 2, random.Next(100, ScreenManager.GraphicsDevice.Viewport.Height - 100)); // Create an enemy Enemy enemy = new Enemy(); // Initialize the enemy enemy.Initialize(enemyAnimation, position); // Add the enemy to the active enemies list enemies.Add(enemy); }
private void AddEnemy() { // Randomly generate the position of the enemy Vector2 position = new Vector2(random.Next(0, GraphicsDevice.Viewport.Width), -10); // Create an enemy Enemy enemy = new Enemy(); // Initialize the enemy enemy.Initialize(enemyTexture, position); // Add the enemy to the active enemies list enemies.Add(enemy); }
private void AddEnemy() { // Create the animation object Animation enemyAnimation = new Animation(); // Initialize the animation with the correct animation information enemyAnimation.Initialize(enemyTexture, Vector2.Zero, 47, 61, 8, 30,Color.White, 1f, true); // Randomly generate the position of the enemy Vector2 position = new Vector2(GraphicsDevice.Viewport.Width +enemyTexture.Width / 2, random.Next(50, GraphicsDevice.Viewport.Height -50)); // 50, and -50 represent the area in which they spawn (higher the number the smaller the area, closer to center) // Create an enemy Enemy enemy = new Enemy(); // Initialize the enemy enemy.Initialize(enemyAnimation, position); // Condition to see if the level changed then make my enemies harder /* if (level != prevLevel) { levelUp = true; } */ /* if (levelUp == true) { enemy.Damage = enemy.Damage + 20; enemy.Health = enemy.Health + 20; enemy.enemyMoveSpeed = enemy.enemyMoveSpeed + 2; enemy.Value = enemy.Value + 20; //UpdatePlayer(blah); // figure out parameter shit because I need to change player class attributes before leaving if statement :) AddProjectile(position); levelUp = false; } */ // Add the enemy to the active enemies list enemies.Add(enemy); }
// ��������� ������ private void AddEnemy() { // ��������� ��'���� ������� Animation enemyAnimation = new Animation(); // ����������� ������� ������ enemyAnimation.Initialize(enemyTexture, Vector2.Zero, 47, 61, 8, 30, Color.White, 1f, true); // ��������� ��������� ������� ������ Vector2 position = new Vector2(GraphicsDevice.Viewport.Width + enemyTexture.Width / 2, random.Next(100, GraphicsDevice.Viewport.Height - 100)); // ��������� ��'���� ����� Enemy enemy = new Enemy(); // ����������� ������ enemy.Initialize(enemyAnimation, position, enemyHealth, enemyMoveSpeed); // ��������� ������ �� ������ ��������, � ����� ������, ������ enemies.Add(enemy); }