I'm not sure I follow, but...
In this method, since each enemy type is an animation, you should name your animations accordingly.
For instance...
You have 3 enemies, each with 3 animations (moving (0), shooting(1) and dying(2)). You should have a "type" instance variable set when creating an enemy.
The Enemy sprite would have the following animations:
- e0a0 - Moving animation for enemy type 0.
- e0a1 - Shooting animation for enemy type 0.
- e0a2 - Dying animation for enemy type 0.
- e1a0 - Moving animation for enemy type 1.
- e1a1 - Shooting animation for enemy type 1.
- e1a2 - Dying animation for enemy type 1.
- e2a0 - Moving animation for enemy type 2.
- e2a1 - Shooting animation for enemy type 2.
- e2a2 - Dying animation for enemy type 2.
So, when an enemy dies you would "Set Animation" to "e" & Self.type & "a" & 2
When an enemy is moving you would "Set Animation" to "e" & Self.type & "a" & 0
And when an enemy is shooting you would "Set Animation" to "e" & Self.type & "a" & 1
Got it? If it's not clkear, let me know and I'll add this to that example
EDIT: I just updated that example so now every enemy has a moving animation and a dying animation.
Move player with A, S, D and W. Aim with MOUSE and shoot with LEFT MOUSE BUTTON.
Hope this helps...
Cheers!