private void createDrifterWorldCTF() { _blueBase = new FlagBase(new Vector2(1350, 4135), 1, m_assetManager); _redBase = new FlagBase(new Vector2(6070, 4135), 2, m_assetManager); m_asteroidList.Add(new Asteroid(m_assetManager, new Vector2(3600, 4150))); foreach (Asteroid asteroid in m_asteroidList) { asteroid.Tint = Color.DarkGray; } #region Create Weapon Spawns m_wpnSpawnList.Add(new SpawnPoint(new Vector2(3196, 3890), new MachineGun(m_assetManager), m_assetManager, 1)); m_wpnSpawnList.Add(new SpawnPoint(new Vector2(3730, 3890), new MachineGun(m_assetManager), m_assetManager, 2)); m_wpnSpawnList.Add(new SpawnPoint(new Vector2(4221, 3890), new Pistol(m_assetManager), m_assetManager, 3)); m_wpnSpawnList.Add(new SpawnPoint(new Vector2(3775, 4120), new LaserPistol(m_assetManager), m_assetManager, 4)); m_wpnSpawnList.Add(new SpawnPoint(new Vector2(3775, 4516), new LaserRifle(m_assetManager), m_assetManager, 5)); m_wpnSpawnList.Add(new SpawnPoint(new Vector2(2800, 4400), new PlasmaRifle(m_assetManager), m_assetManager, 6)); m_wpnSpawnList.Add(new SpawnPoint(new Vector2(4590, 4420), new MachineGun(m_assetManager), m_assetManager, 7)); m_wpnSpawnList.Add(new SpawnPoint(new Vector2(5235, 3740), new Pistol(m_assetManager), m_assetManager, 8)); m_wpnSpawnList.Add(new SpawnPoint(new Vector2(5270, 4160), new LaserPistol(m_assetManager), m_assetManager, 9)); m_wpnSpawnList.Add(new SpawnPoint(new Vector2(2200, 3740), new LaserRifle(m_assetManager), m_assetManager, 10)); m_wpnSpawnList.Add(new SpawnPoint(new Vector2(1600, 4160), new PlasmaRifle(m_assetManager), m_assetManager, 11)); #endregion m_spawnList.Add(new SpawnPoint(new Vector2(1690, 4200), 1, 1)); m_spawnList.Add(new SpawnPoint(new Vector2(1690, 3800), 1, 2)); m_spawnList.Add(new SpawnPoint(new Vector2(2000, 3800), 1, 3)); m_spawnList.Add(new SpawnPoint(new Vector2(5400, 4525), 2, 4)); m_spawnList.Add(new SpawnPoint(new Vector2(5700, 4200), 2, 5)); m_spawnList.Add(new SpawnPoint(new Vector2(5800, 3700), 2, 6)); m_spawnList.Add(new SpawnPoint(new Vector2(3120, 3800), 2, 7)); m_spawnList.Add(new SpawnPoint(new Vector2(2400, 2000), 1, 8)); }
private void create2ShipsWorldCTF() { _blueBase = new FlagBase(new Vector2(1350, 4135), 1, m_assetManager); _redBase = new FlagBase(new Vector2(5975, 4925), 2, m_assetManager); m_asteroidList.Add(new Asteroid(m_assetManager, new Vector2(3000, 3800))); m_asteroidList.Add(new Asteroid(m_assetManager, new Vector2(4500, 4000))); m_asteroidList.Add(new Asteroid(m_assetManager, new Vector2(3500, 4600))); m_asteroidList.Add(new Asteroid(m_assetManager, new Vector2(2500, 4500))); m_asteroidList.Add(new Asteroid(m_assetManager, new Vector2(4500, 5000))); #region Create Weapon Spawns m_wpnSpawnList.Add(new SpawnPoint(new Vector2(3170, 3775), new MachineGun(m_assetManager), m_assetManager, 1)); m_wpnSpawnList.Add(new SpawnPoint(new Vector2(3170, 4165), new MachineGun(m_assetManager), m_assetManager, 2)); m_wpnSpawnList.Add(new SpawnPoint(new Vector2(2675, 4475), new Pistol(m_assetManager), m_assetManager, 3)); m_wpnSpawnList.Add(new SpawnPoint(new Vector2(2675, 4865), new LaserPistol(m_assetManager), m_assetManager, 4)); m_wpnSpawnList.Add(new SpawnPoint(new Vector2(3667, 4965), new LaserRifle(m_assetManager), m_assetManager, 5)); m_wpnSpawnList.Add(new SpawnPoint(new Vector2(1450, 4135), new PlasmaRifle(m_assetManager), m_assetManager, 6)); m_wpnSpawnList.Add(new SpawnPoint(new Vector2(4675, 4970), new MachineGun(m_assetManager), m_assetManager, 7)); m_wpnSpawnList.Add(new SpawnPoint(new Vector2(4675, 5365), new Pistol(m_assetManager), m_assetManager, 8)); m_wpnSpawnList.Add(new SpawnPoint(new Vector2(4665, 3976), new LaserPistol(m_assetManager), m_assetManager, 9)); m_wpnSpawnList.Add(new SpawnPoint(new Vector2(4665, 3465), new LaserRifle(m_assetManager), m_assetManager, 10)); m_wpnSpawnList.Add(new SpawnPoint(new Vector2(5125, 5100), new PlasmaRifle(m_assetManager), m_assetManager, 11)); #endregion m_spawnList.Add(new SpawnPoint(new Vector2(1325, 4135), 1, 1)); m_spawnList.Add(new SpawnPoint(new Vector2(2135, 3900), 1, 2)); m_spawnList.Add(new SpawnPoint(new Vector2(4000, 3210), 2, 3)); m_spawnList.Add(new SpawnPoint(new Vector2(6000, 4925), 2, 4)); m_spawnList.Add(new SpawnPoint(new Vector2(5000, 4135), 2, 5)); m_spawnList.Add(new SpawnPoint(new Vector2(2500, 5000), 1, 6)); m_spawnList.Add(new SpawnPoint(new Vector2(1400, 4000), 1, 7)); m_spawnList.Add(new SpawnPoint(new Vector2(5400, 3125), 2, 8)); }