//Used to create the maps for each level, allocates list of all relevant tiles public void generateGrid(int levelNum) { getMap = new MapContainer(gameObj); this.collisonTile = new List<CollisionTile>(); this.playerTile = new List<PlayerTile>(); this.statusTile = new List<StatusTile>(); this.spikeTile = new List<SpikeTile>(); this.craneTile = new List<CraneTile>(); this.scoreTiles = new List<ScoreTiles>(); this.slipperyTiles = new List<SlipperyTile>(); this.resourceTile = new List<ResourceTiles>(); this.guiTiles = new List<Tile>(); this.caveTopTile = new List<CaveTopTile>(); this.backGroundTile = new List<BackGroundTile>(); this.itemTile = new List<ItemTile>(); this.platFormTile = new List<PlatFormTile>(); this.ladderTile = new List<LadderTile>(); this.crackedTile = new List<CrackedTile>(); this.wireTile = new List<WireTile>(); this.ohmTile = new List<OhmTile>(); this.ohmDropTile = new List<OhmDropTile>(); this.shadeTile = new List<ShadedTile>(); switch (levelNum) { //Map for lvl 0 case 0: { populateGrid(getMap.levelZero); break; } //Map for lvl 1 case 1: { populateGrid(getMap.levelOne); break; } //Map for lvl 2 case 2: { populateGrid(getMap.levelTwo); break; } //Map for lvl 3 case 3: { populateGrid(getMap.levelThree); break; } //Map for lvl 4 case 4: { populateGrid(getMap.levelFour); break; } //Map for lvl DZLVL case 6: { populateGrid(getMap.dangerZone); break; } //Map for lvl CurrLVL case 7: { populateGrid(getMap.CraneLevel); break; } //Map for lvl 3MiniGame case 8: { populateGrid(getMap.lvl3MiniGame); break; } //Map for lvl 4MiniGame case 9: { populateGrid(getMap.lvl4MiniGame); break; } //Map for lvl 1PostEvent case 11: { populateGrid(getMap.levelOnePostEvent); break; } //Map for lvl 2PostEvent case 12: { populateGrid(getMap.levelTwoPostEvent); break; } //Map for lvl 3PostEvent case 13: { populateGrid(getMap.levelThreePostEvent); break; } //Map for lvl 14PostEvent case 14: { populateGrid(getMap.levelFourPostEvent); break; } case -199: { populateGrid(getMap.shaderMap); break; } } }
//Used to create the maps for each level, allocates list of all relevant tiles public void generateGrid(int levelNum) { getMap = new MapContainer(gameObj); this.collisonTile = new List<CollisionTile>(); this.guiTiles = new List<Tile>(); this.caveTopTile = new List<CaveTopTile>(); this.backGroundTile = new List<BackGroundTile>(); this.itemTile = new List<ItemTile>(); this.platFormTile = new List<PlatFormTile>(); this.ladderTile = new List<LadderTile>(); this.crackedTile = new List<CrackedTile>(); this.wireTile = new List<WireTile>(); this.ohmTile = new List<OhmTile>(); this.ohmDropTile = new List<OhmDropTile>(); this.shadeTile = new List<ShadedTile>(); switch (levelNum) { case 0: { populateGrid(getMap.levelZero); break; } case 1: { populateGrid(getMap.levelOne); break; } case 2: { populateGrid(getMap.levelTwo); break; } case 3: { populateGrid(getMap.levelThree); break; } case 4: { populateGrid(getMap.levelFour); break; } case 5: { populateGrid(getMap.levelFive); break; } case 6: { populateGrid(getMap.dangerZone); break; } case 7: { populateGrid(getMap.levelOnePostEvent); break; } case 8: { populateGrid(getMap.CraneLevel); break; } case 9: { populateGrid(getMap.levelTwoPostEvent); break; } case -199: { populateGrid(getMap.shaderMap); break; } } }