Game Development Reference
In-Depth Information
_upComingEnemies.Add(new EnemyDef("cannon_fodder", 30));
_upComingEnemies.Add(new EnemyDef("cannon_fodder", 29.5));
_upComingEnemies.Add(new EnemyDef("cannon_fodder", 29));
_upComingEnemies.Add(new EnemyDef("cannon_fodder", 28.5));
_upComingEnemies.Add(new EnemyDef("cannon_fodder", 25));
_upComingEnemies.Add(new EnemyDef("cannon_fodder", 24.5));
_upComingEnemies.Add(new EnemyDef("cannon_fodder", 24));
_upComingEnemies.Add(new EnemyDef("cannon_fodder", 23.5));
_upComingEnemies.Add(new EnemyDef("cannon_fodder", 20));
_upComingEnemies.Add(new EnemyDef("cannon_fodder", 19.5));
_upComingEnemies.Add(new EnemyDef("cannon_fodder", 19));
_upComingEnemies.Add(new EnemyDef("cannon_fodder", 18.5));
// Sort enemies so the greater launch time appears first.
_upComingEnemies.Sort(delegate(EnemyDef firstEnemy, EnemyDef
secondEnemy)
{
return firstEnemy.LaunchTime.CompareTo(secondEnemy.LaunchTime);
});
}
The enemies now use paths to describe how they move through the level so a
start position for each enemy definition is no longer required. This means the
EnemyDef class needs to be rewritten.
public class EnemyDef
{
public string EnemyType { get; set; }
public double LaunchTime { get; set; }
public EnemyDef()
{
EnemyType ¼ "cannon_fodder";
LaunchTime ¼ 0;
}
public EnemyDef(string enemyType, double launchTime)
{
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