Beispiel #1
0
        public ObjectPool(Game1 game)
        {
            this.game  = game;
            _instance  = this;
            _pool      = new List <GameObject>();
            _platforms = new List <GameObject>();
            _porings   = new List <NPC>();
            rng        = new Random();

            //Systema para gerar uma seed random no começo do jogo
            for (_height = 3; _height <= 21; _height = _height + 3)
            {
                _random = rng.Next(0, 10);
                if (_random >= 5)  //platform big
                {
                    float       Xpos = rng.Next(3, 7);
                    PlatformBig plat = new PlatformBig(game, new Vector2(Xpos, _height));
                    Body        aux  = plat.Body;
                    _platforms.Add(plat);
                    _random = rng.Next(0, 10);
                    if (_random >= 5)  // Spawn spikes
                    {
                        float     posY = _height - 0.5f;
                        SpikesBig sB   = new SpikesBig(game, new Vector2(Xpos, posY));
                        _platforms.Add(sB);
                        Fixture spikes = FixtureFactory.AttachRectangle(sB._size.X, sB._size.Y * 0.1f, 1, new Vector2(0, 0.15f), sB.Body);
                    }
                    _random = rng.Next(0, 10);
                    if (_random >= 5)  // Spawn poring
                    {
                        float posY = _height + 0.7f;
                        NPC   npc  = new NPC(game, new Vector2(Xpos, posY));
                        _porings.Add(npc);
                    }
                }
                else
                { //platform small
                    float         Xpos = rng.Next(3, 7);
                    PlatformSmall plat = new PlatformSmall(game, new Vector2(Xpos, _height));
                    Body          aux  = plat.Body;
                    _platforms.Add(plat);
                    _random = rng.Next(0, 10);
                    if (_random >= 5)  // Spawn spikes
                    {
                        float       posY = _height - 0.5f;
                        SpikesSmall sB   = new SpikesSmall(game, new Vector2(Xpos, posY));
                        _platforms.Add(sB);
                        Fixture spikes = FixtureFactory.AttachRectangle(sB._size.X, sB._size.Y * 0.2f, 1, new Vector2(0, 0.15f), sB.Body);
                    }
                }
            }
            heightaux = 1.5f;
        }
Beispiel #2
0
 public void SpawnPlatforms(GameTime gametime)
 {
     while (_height < Camera.Target.Y + 11f)
     {
         _random = rng.Next(0, 10);
         if (_random >= 5)  //platform big
         {
             float       Xpos = rng.Next(3, 7);
             PlatformBig plat = new PlatformBig(game, new Vector2(Xpos, _height));
             Body        aux  = plat.Body;
             _platforms.Add(plat);
             _random = rng.Next(0, 10);
             if (_random >= 5)  // Spawn spikes
             {
                 float     posY = _height - 0.5f;
                 SpikesBig sB   = new SpikesBig(game, new Vector2(Xpos, posY));
                 _platforms.Add(sB);
                 Fixture spikes = FixtureFactory.AttachRectangle(sB._size.X, sB._size.Y * 0.1f, 1, new Vector2(0, 0.15f), sB.Body);
             }
             if (_random >= 5)  // Spawn poring
             {
                 float posY = _height + 0.7f;
                 NPC   npc  = new NPC(game, new Vector2(Xpos, posY));
                 _porings.Add(npc);
             }
         }
         else
         { //platform small
             float         Xpos = rng.Next(3, 7);
             PlatformSmall plat = new PlatformSmall(game, new Vector2(Xpos, _height));
             Body          aux  = plat.Body;
             _platforms.Add(plat);
             _random = rng.Next(0, 10);
             if (_random >= 5)  // Spawn spikes
             {
                 float       posY = _height - 0.5f;
                 SpikesSmall sB   = new SpikesSmall(game, new Vector2(Xpos, posY));
                 _platforms.Add(sB);
                 Fixture spikes = FixtureFactory.AttachRectangle(sB._size.X, sB._size.Y * 0.2f, 1, new Vector2(0, 0.15f), sB.Body);
             }
         }
         _height = _height + 3;
     }
 }