Example #1
0
        //  222
        //     2
        //    2
        //   2
        //  2222
        public Level Level2()
        {
            NewLevelStart();
            level.LevelLength = width * 1.6f;

            level.LevelSprites.Add(HutProto.CloneAt(width * 0.5f));
            level.LevelSprites.Add(HutProto.CloneAt(width * 0.6f));
            level.LevelSprites.Add(HutProto.CloneAt(width * 0.65f));
            level.LevelSprites.Add(HutProto.CloneAt(width * 1.0f));
            level.LevelSprites.Add(HutProto.CloneAt(width * 1.3f));
            level.LevelSprites.Add(HutProto.CloneAt(width * 1.4f));
            level.LevelSprites.Add(CowProto.CloneAt(width * 0.9f));
            level.LevelSprites.Add(CowProto.CloneAt(width * 1.45f));
            level.LevelSprites.Add(HelicopterProto.CloneAt(width * 1.3f, height / 10));
            level.LevelSprites.Add(HelicopterProto.CloneAt(width * 3.9f, height * 3 / 10));
            level.LevelSprites.Add(HelicopterProto.CloneAt(width * 7.3f, height * 2 / 10));
            level.LevelSprites.Add(HelicopterProto.CloneAt(width * 10.8f, height * 1 / 10));
            level.LevelSprites.Add(HelicopterProto.CloneAt(width * 11.3f, height * 3 / 10));
            level.LevelSprites.Add(SoldierProto.CloneAt(width + 50));
            level.LevelSprites.Add(SoldierProto.CloneAt(width * 1.5f + 50));
            level.LevelSprites.Add(SoldierProto.CloneAt(width * 2.5f + 50));
            level.LevelSprites.Add(JetProto.CloneAt(width * 2, height * 5 / 10));
            level.LevelSprites.Add(JetProto.CloneAt(width * 5, height * 1 / 10));
            level.LevelSprites.Add(JetProto.CloneAt(width * 6, height * 6 / 10));
            //Add the player last, so it will be on top
            level.LevelSprites.Add(game.Player);
            return(level);
        }
Example #2
0
        public Level Level0B()
        {
            NewLevelStart();
            level.LevelLength = width * 0.3f;

            level.LevelSprites.Add(HelicopterProto.CloneAt(width * 1.3f, height / 10));
            //Add the player last, so it will be on top of everything
            level.LevelSprites.Add(game.Player);
            level.Palms = true;
            return(level);
        }