blob: ba517424dae1834e1d6fcd192e374dfd83829083 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
|
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
namespace SuperPolarity
{
class BasicGenerator
{
public enum Ships : byte { Ship, Scout, Battlecruiser };
protected Ships ShipType;
protected SuperPolarity Game;
protected int ScoreThreshold;
protected int Rate;
protected int CurrentTime;
protected Random Randomizer;
protected Vector2 Position;
public void Initialize(SuperPolarity game, Vector2 position, Ships shipType, int rate, int scoreThreshold)
{
Game = game;
ShipType = shipType;
ScoreThreshold = scoreThreshold;
Rate = rate;
Randomizer = new Random();
Position = position;
CurrentTime = rate;
}
public void Update(GameTime gameTime)
{
if (ActorManager.CountBaddies() > 50)
{
return;
}
if (Game.Player.Score >= ScoreThreshold)
{
CurrentTime = CurrentTime + gameTime.ElapsedGameTime.Milliseconds;
if (CurrentTime >= Rate)
{
CurrentTime = 0;
Spawn();
}
}
}
protected void Spawn()
{
var polarity = Ship.Polarity.Positive;
if (Randomizer.Next(2) == 1)
{
polarity = Ship.Polarity.Negative;
}
if (ShipType == Ships.Ship)
{
Renderer.CheckIn(ActorFactory.CreateShip(polarity, Position));
}
if (ShipType == Ships.Scout)
{
Renderer.CheckIn(ActorFactory.CreateScout(polarity, Position));
}
if (ShipType == Ships.Battlecruiser)
{
Renderer.CheckIn(ActorFactory.CreateCruiser(polarity, Position));
}
}
}
}
|