Example #1
0
        /* Turns a random tile on the row into a block to prevent large gaps in the level. */
        private void FillOpenRow(int currentColumn, int row)
        {
            Random rnd;

            if (seed.Equals(""))
            {
                rnd = new Random();
            }
            else
            {
                rnd = new Random(seed.GetHashCode());
            }

            int selectedColumn = rnd.Next(0, world.GetLength(0));

            GameService.Instance.EntityGameWorld[selectedColumn, row] = GameEntityFactory.NewBlock(new Vector3((selectedColumn * distanceBetweenColumns), (0), (row * distanceBetweenRows)),
                                                                                                   AssetManager.Instance.CreateTexture(Color.BlueViolet, gameManager.game.GraphicsDevice), GameEntityFactory.BLOCK);
            world[selectedColumn, row] = 1;
        }
Example #2
0
        /*
         * For all columns and rows, selects and creates worldgen entities for the world matrix
         */
        private void PopulateWorld(int nColumns, int nRows)
        {
            Random rnd;
            int    weightTotal = GetWeightTotal();

            WorldgenEntities = WorldgenEntities.OrderBy(o => o.SelectionValue).ToList();
            GameService.Instance.EntityGameWorld = new Entity[nColumns, nRows];

            if (seed.Equals(""))
            {
                rnd = new Random();
            }
            else
            {
                rnd = new Random(seed.GetHashCode());
            }

            for (int column = 0; column < nColumns; column++)
            {
                for (int row = 0; row < nRows; row++)
                {
                    if (row == 0) //First row is always filled with blocks as the players start there
                    {
                        GameService.Instance.EntityGameWorld[column, row] = GameEntityFactory.NewBlock(new Vector3((column * distanceBetweenColumns), (0), (row * distanceBetweenRows)),
                                                                                                       AssetManager.Instance.CreateTexture(Color.BlueViolet, gameManager.game.GraphicsDevice), GameEntityFactory.BLOCK);
                        world[column, row] = 1;
                    }
                    else if (row == nRows - 1) //Last row should always be the goal
                    {
                        GameService.Instance.EntityGameWorld[column, row] = GameEntityFactory.NewGoalBlock(new Vector3((column * distanceBetweenColumns), (0), (row * distanceBetweenRows)),
                                                                                                           AssetManager.Instance.CreateTexture(Color.Gold, gameManager.game.GraphicsDevice));
                        world[column, row] = 2;
                    }
                    else
                    {
                        //Create a new random entity for the tile
                        CreateSelectedWorldEntity((float)rnd.NextDouble(), column, row, new Vector3((column * distanceBetweenColumns), (0), (row * distanceBetweenRows)));
                    }
                }
            }
        }
Example #3
0
 public Entity RunWorldGenEntityCreator(GameManager gameManager, Vector3 position)
 {
     return(GameEntityFactory.NewBlock(position, AssetManager.Instance.CreateTexture(Color.BlueViolet, gameManager.game.GraphicsDevice), GameEntityFactory.BLOCK));
 }