public LevelData buildLevel(int level)
        {
            LevelData levelData = new LevelData();
            levelData.levelName = "level" + level;

            // main background
            SpriteData newSprite = new SpriteData();
            newSprite.obstacleType = collisionType.BACKGROUND;
            newSprite.textureName = "backgroundnewstars";
            newSprite.color = Color.White;
            newSprite.position = new Vector2(512, 384);
            newSprite.gameSpeed = Vector2.Zero;
            levelData.sprites.Add(newSprite);

            // 1 background hill
            newSprite = new SpriteData();
            newSprite.textureName = "hill back";
            newSprite.position = new Vector2(100, 500);
            newSprite.scale = 0.5f;
            newSprite.obstacleType = collisionType.BACKGROUND;
            newSprite.gameSpeed = new Vector2(50, 0);
            levelData.sprites.Add(newSprite);

            // 2 background hill
            newSprite = new SpriteData();
            newSprite.textureName = "hill back";
            newSprite.position = new Vector2(250, 400);
            newSprite.scale = 0.5f;
            newSprite.obstacleType = collisionType.BACKGROUND;
            newSprite.gameSpeed = new Vector2(50, 0);
            levelData.sprites.Add(newSprite);

            // 3 background hill
            newSprite = new SpriteData();
            newSprite.textureName = "hill back";
            newSprite.position = new Vector2(400, 550);
            newSprite.scale = 0.5f;
            newSprite.obstacleType = collisionType.BACKGROUND;
            newSprite.gameSpeed = new Vector2(50, 0);
            levelData.sprites.Add(newSprite);

            // 4 background hill
            newSprite = new SpriteData();
            newSprite.textureName = "hill back";
            newSprite.position = new Vector2(550, 300);
            newSprite.scale = 0.5f;
            newSprite.obstacleType = collisionType.BACKGROUND;
            newSprite.gameSpeed = new Vector2(50, 0);
            levelData.sprites.Add(newSprite);

            // 5 background hill
            newSprite = new SpriteData();
            newSprite.textureName = "hill back";
            newSprite.position = new Vector2(700, 450);
            newSprite.scale = 0.5f;
            newSprite.obstacleType = collisionType.BACKGROUND;
            newSprite.gameSpeed = new Vector2(50, 0);
            levelData.sprites.Add(newSprite);

            // 6 background hill
            newSprite = new SpriteData();
            newSprite.textureName = "hill back";
            newSprite.position = new Vector2(850, 400);
            newSprite.scale = 0.5f;
            newSprite.obstacleType = collisionType.BACKGROUND;
            newSprite.gameSpeed = new Vector2(50, 0);
            levelData.sprites.Add(newSprite);

            // 7 background hill
            newSprite = new SpriteData();
            newSprite.textureName = "hill back";
            newSprite.position = new Vector2(1000, 550);
            newSprite.scale = 0.5f;
            newSprite.obstacleType = collisionType.BACKGROUND;
            newSprite.gameSpeed = new Vector2(50, 0);
            levelData.sprites.Add(newSprite);

            // Sun
            newSprite = new SpriteData();
            newSprite.obstacleType = collisionType.BACKGROUND;
            newSprite.textureName = "sun";
            newSprite.scale = 0.35f;
            newSprite.color = Color.White;
            newSprite.position = new Vector2(800, 85);
            newSprite.gameSpeed = new Vector2(35, 0);
            levelData.sprites.Add(newSprite);

            // Sun glow
            newSprite = new SpriteData();
            newSprite.obstacleType = collisionType.BACKGROUND;
            newSprite.textureName = "sun glow";
            newSprite.scale = 0.35f;
            newSprite.color = Color.White;
            newSprite.position = new Vector2(800, 85);
            newSprite.gameSpeed = new Vector2(35, 0);
            levelData.sprites.Add(newSprite);

            // 1 rainbow
            newSprite = new SpriteData();
            newSprite.textureName = "rainbow";
            newSprite.position = new Vector2(400, 200);
            newSprite.scale = 0.65f;
            newSprite.obstacleType = collisionType.BACKGROUND;
            newSprite.gameSpeed = new Vector2(0, 0);
            levelData.sprites.Add(newSprite);

            // 1 platform
            newSprite = new SpriteData();
            newSprite.position = new Vector2(1000, 400);
            newSprite.repeat = false;
            levelData.sprites.Add(newSprite);

            // 2 platform
            newSprite = new SpriteData();
            newSprite.position = new Vector2(1100, 320);
            newSprite.repeat = false;
            levelData.sprites.Add(newSprite);

            // 3 platform
            newSprite = new SpriteData();
            newSprite.position = new Vector2(1250, 320);
            newSprite.repeat = false;
            levelData.sprites.Add(newSprite);

            // 4 platform
            newSprite = new SpriteData();
            newSprite.position = new Vector2(1350, 240);
            newSprite.repeat = false;
            levelData.sprites.Add(newSprite);

            // 5 platform
            newSprite = new SpriteData();
            newSprite.position = new Vector2(1450, 160);
            newSprite.repeat = false;
            levelData.sprites.Add(newSprite);

            // 6 platform
            newSprite = new SpriteData();
            newSprite.position = new Vector2(1600, 220);
            newSprite.repeat = false;
            levelData.sprites.Add(newSprite);

            // 7 platform
            newSprite = new SpriteData();
            newSprite.position = new Vector2(1750, 280);
            newSprite.repeat = false;
            levelData.sprites.Add(newSprite);

            // 8 platform
            newSprite = new SpriteData();
            newSprite.position = new Vector2(1900, 340);
            newSprite.repeat = false;
            levelData.sprites.Add(newSprite);

            // 1 pinwheel
            newSprite = new SpriteData();
            newSprite.obstacleType = collisionType.OBSTACLE;
            newSprite.textureName = "pin wheel";
            newSprite.scale = 0.4f;
            newSprite.position = new Vector2(2080, 350);
            newSprite.rotationSpeed = 0.02f;
            newSprite.repeat = false;
            levelData.sprites.Add(newSprite);

            newSprite = new SpriteData();
            newSprite.obstacleType = collisionType.OBSTACLE;
            newSprite.textureName = "pin";
            newSprite.scale = 0.4f;
            newSprite.position = new Vector2(2080, 350);
            newSprite.repeat = false;
            levelData.sprites.Add(newSprite);

            return levelData;
        }
Example #2
0
        static LevelData dummyLevel()
        {
            LevelData dummyData = new LevelData();

            // Create background(s)
            SpriteData dummyBackground = new SpriteData();
            dummyBackground.obstacleType = collisionType.BACKGROUND;
            dummyBackground.textureName = "backgroundnewstars";
            dummyBackground.color = Color.White;
            dummyBackground.position = new Vector2(512, 384);
            dummyBackground.gameSpeed = Vector2.Zero;
            dummyData.sprites.Add(dummyBackground);

            SpriteData dummySun = new SpriteData();
            dummySun.obstacleType = collisionType.BACKGROUND;
            dummySun.textureName = "sun";
            dummySun.scale = 0.35f;
            dummySun.color = Color.White;
            dummySun.position = new Vector2(600, 85);
            dummySun.gameSpeed = new Vector2(80, 0);
            dummyData.sprites.Add(dummySun);

            SpriteData dummySunGlow = new SpriteData();
            dummySunGlow.obstacleType = collisionType.BACKGROUND;
            dummySunGlow.textureName = "sun glow";
            dummySunGlow.scale = 0.35f;
            dummySunGlow.color = Color.White;
            dummySunGlow.position = new Vector2(600, 85);
            dummySunGlow.gameSpeed = new Vector2(80, 0);
            dummyData.sprites.Add(dummySunGlow);

            SpriteData dummyCloud = new SpriteData();
            dummyCloud.obstacleType = collisionType.BACKGROUND;
            dummyCloud.textureName = "cloud 3";
            dummyCloud.scale = 0.2f;
            dummyCloud.color = Color.White;
            dummyCloud.position = new Vector2(600, 85);
            dummyCloud.gameSpeed = new Vector2(100, 0);
            dummyData.sprites.Add(dummyCloud);

            SpriteData dummyTopCloud1 = new SpriteData();
            dummyTopCloud1.obstacleType = collisionType.BACKGROUND;
            dummyTopCloud1.textureName = "top cloud";
            dummyTopCloud1.scale = 0.47f;
            dummyTopCloud1.color = Color.White;
            dummyTopCloud1.position = new Vector2(400, 465);
            dummyTopCloud1.gameSpeed = new Vector2(125, 0);
            dummyData.sprites.Add(dummyTopCloud1);

            SpriteData dummyTopCloud2 = new SpriteData();
            dummyTopCloud2.obstacleType = collisionType.BACKGROUND;
            dummyTopCloud2.textureName = "top cloud";
            dummyTopCloud2.scale = 0.47f;
            dummyTopCloud2.color = Color.White;
            dummyTopCloud2.position = new Vector2(1205, 465);
            dummyTopCloud2.gameSpeed = new Vector2(125, 0);
            dummyData.sprites.Add(dummyTopCloud2);

            /*
            SpriteData backbackground = new SpriteData();
            backbackground.obstacleType = collisionType.BACKGROUND;
            backbackground.textureName = "backbackground";
            backbackground.scale = 0.4f;
            backbackground.color = Color.White;
            backbackground.position = new Vector2(0, 150);
            backbackground.gameSpeed = new Vector2(200, 0);
            dummyData.sprites.Add(backbackground);

            SpriteData backbackground2 = new SpriteData();
            backbackground2.obstacleType = collisionType.BACKGROUND;
            backbackground2.textureName = "backbackground";
            backbackground2.scale = 0.4f;
            backbackground2.color = Color.White;
            backbackground2.position = new Vector2(1125, 150);
            backbackground2.gameSpeed = new Vector2(200, 0);
            dummyData.sprites.Add(backbackground2);
            */

            // Create platform(s)
            SpriteData dummyPlatform = new SpriteData();
            dummyData.sprites.Add(dummyPlatform);

            // Create obstacle(s)
            SpriteData dummyObstacle = new SpriteData();
            dummyObstacle.obstacleType = collisionType.OBSTACLE;
            dummyObstacle.textureName = "LOL";
            dummyObstacle.scale = 0.2f;
            dummyObstacle.color = Color.Red;
            dummyObstacle.position = new Vector2(175, 165);
            dummyObstacle.rotationSpeed = 0.02f;
            dummyObstacle.rotationDirection = -1f;
            dummyData.sprites.Add(dummyObstacle);

            return dummyData;
        }