Game Development Reference
In-Depth Information
}
return enemy;
}
Each of these enemies has an interesting path and can be put together to form
a more interesting level. Here is some new Level set up code for the
EnemyManager constructor.
public EnemyManager(TextureManager textureManager, EffectsManager
effectsManager, int leftBound)
{
_textureManager ¼ textureManager;
_effectsManager ¼ effectsManager;
_leftBound ¼ leftBound;
_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_low", 30));
_upComingEnemies.Add(new EnemyDef("cannon_fodder_low", 29.5));
_upComingEnemies.Add(new EnemyDef("cannon_fodder_low", 29));
_upComingEnemies.Add(new EnemyDef("cannon_fodder_low", 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_low", 20));
_upComingEnemies.Add(new EnemyDef("cannon_fodder_low", 19.5));
_upComingEnemies.Add(new EnemyDef("cannon_fodder_low", 19));
_upComingEnemies.Add(new EnemyDef("cannon_fodder_low", 18.5));
_upComingEnemies.Add(new EnemyDef("cannon_fodder_straight", 16));
_upComingEnemies.Add(new EnemyDef("cannon_fodder_straight", 15.8));
_upComingEnemies.Add(new EnemyDef("cannon_fodder_straight", 15.6));
_upComingEnemies.Add(new EnemyDef("cannon_fodder_straight", 15.4));
_upComingEnemies.Add(new EnemyDef("up_l", 10));
_upComingEnemies.Add(new EnemyDef("down_l", 9));
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