Beispiel #1
0
    // TO-DO: Generate Level based on current level
    private void GenerateLevel(int level_number, Style style)
    {
        Level new_level;

        switch (style)
        {
        case Style.Standart:
            new_level = new Standart();
            break;

        case Style.SimpleShort:
            new_level = new SimpleShort();
            break;

        case Style.SimpleLong:
            new_level = new SimpleLong();
            break;

        case Style.ComplexShort:
            new_level = new ComplexShort();
            break;

        case Style.ComplexLong:
            new_level = new ComplexLong();
            break;

        case Style.GoldRich:
            new_level = new GoldRich();
            break;

        default:
            new_level = new Standart();
            break;
        }

        generated_levels.Add(level_number, new_level);


        Segment station = SpawnSegment("station");

        new_level.start_station = station;
        new_level.level_state   = LevelState.Queued;
        new_level.number        = level_number;


        new_level.GenerateTracks();

        if (generated_levels.ContainsKey(level_number - 1))
        {
            Level prev_level = generated_levels[level_number - 1];
            prev_level.end_station = station;
        }

        //GenerateTrees(new_level.start_station,new_level.end_station);
        //GenerateCows(new_level.start_station,new_level.end_station);

        tracks_object.UpdateArrays();
        //GameHandler.UpdateNextJunction();
        game_handler.AddLevel(new_level);
    }