public Level() : base() { difficulty = new Difficulty(); //Don't ask please. //initialise variables _scrollSpeed = Difficulty.GetScrollSpeed(); _tileSize = Difficulty.GetTileSize(); //Timer initialization _lastUpdatedVictimTime = 0; _lastUpdatedEnemyTime = 0; //Depth _floorLayer = new LevelLayer(); _victimLayer = new LevelLayer(); _poopLayer = new LevelLayer(); _flightLayer = new LevelLayer(); _hudLayer = new LevelLayer(); AddChild(_floorLayer); AddChild(_victimLayer); AddChild(_poopLayer); AddChild(_flightLayer); AddChild(_hudLayer); CreatePlayer(); CreateRoad(); //CreateEnemy(); CreateHUD(); Constipation newdebuff = new Constipation(this); _poopLayer.AddChild(newdebuff); newdebuff.SetXY(Utils.Random(0, game.width), Utils.Random(0, game.height) - game.height); BeakOfSteel newbuff = new BeakOfSteel(this); _poopLayer.AddChild(newbuff); newbuff.SetXY(Utils.Random(0, game.width), Utils.Random(0, game.height) - game.height); }
private void CreatePower <T>() { BasePower newPower; if (typeof(T) == typeof(Food)) { newPower = new Food(this); } else if (typeof(T) == typeof(Laxative)) { newPower = new Laxative(this); } else if (typeof(T) == typeof(SpeedUp)) { newPower = new SpeedUp(this); } else if (typeof(T) == typeof(DoublePoints)) { newPower = new DoublePoints(this); } else if (typeof(T) == typeof(BeakOfSteel)) { newPower = new BeakOfSteel(this); } else if (typeof(T) == typeof(Constipation)) { newPower = new Constipation(this); } else if (typeof(T) == typeof(RottenFood)) { newPower = new RottenFood(this); } else { newPower = new Food(this); } _powerUpLayer.AddChild(newPower); newPower.SetXY(Utils.Random(100, MyGame.OldX() - 100), Utils.Random(newPower.height / 2, MyGame.OldY() - newPower.height / 2) - game.height * 2); }