Example #1
0
        private void Level1()
        {
            GameMap = new GameMap(150, 150);

            MapTile        t1     = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List <MapObject>());
            MapTile        t2     = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 291, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List <MapObject>());
            MapTile        t3     = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 317, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List <MapObject>());
            MapObject      mo     = new MapObject();
            List <Vector2> punkty = new List <Vector2>();

            punkty.Add(new Vector2(-0.5f, 7));
            punkty.Add(new Vector2(24, 23));
            punkty.Add(new Vector2(48.5f, 7));
            punkty.Add(new Vector2(24, -2));

            mo.boundaries    = Boundaries.CreateFromPoints(punkty);
            mo.collectible   = false;
            mo.Source        = new Source(539, 0, 48, 47);
            mo.textureName   = @"Game\newtile";
            mo.throwableOver = true;
            mo.type          = new Bonus();
            mo.viewBlocking  = true;
            mo.origin        = new Vector2(0, 24);

            for (int i = 0; i < 20; i++)
            {
                for (int j = 0; j < 40; j++)
                {
                    GameMap[i + j / 2, 40 - 2 * i + j]     = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List <MapObject>());
                    GameMap[i + j / 2 + 1, 40 - 2 * i + j] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 291, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List <MapObject>());
                }
            }

            for (int i = 0; i < 42; i++)
            {
                GameMap[i / 2, 42 - i].mapObjects.Add(mo.Clone());
                GameMap[i / 2 + 20, 82 - i].mapObjects.Add(mo.Clone());
            }

            GameMap[20, 43].mapObjects.Add(mo.Clone());
            GameMap[21, 44].mapObjects.Add(mo.Clone());

            GameMap[20, 30].mapObjects.Add(mo.Clone());
            GameMap[1, 11].mapObjects.Add(mo.Clone());

            GameMap[4, 60] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List <MapObject>());
            GameMap[4, 60].mapObjects.Add(mo.Clone());

            for (int i = 0; i < 70; i++)
            {
                GameMap[7, i *5] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List <MapObject>());
            }


            GameMap[0, 0]  = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List <MapObject>());
            GameMap[1, 1]  = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List <MapObject>());
            GameMap[10, 2] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List <MapObject>());
            GameMap[10, 3] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List <MapObject>());
            GameMap[13, 2] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List <MapObject>());
            GameMap[13, 3] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List <MapObject>());


            GameMap.Load(content);

            /*
             * GameMap = new GameMap(50, 100);
             *
             * for (int i = 0; i < 50; i++)
             *  for (int j = 0; j < 100; j++)
             *      GameMap.mapTiles[i][j] = new MapTile(new BackgroundSprite(@"Game\texture", new Rectangle(152, 379, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List<MapObject>());
             *
             * GameMap.Load(content);
             *
             * MapObject mo = new MapObject();
             * List<Vector2> punkty = new List<Vector2>();
             * punkty.Add(new Vector2(1, 6));
             * punkty.Add(new Vector2(4, 13));
             * punkty.Add(new Vector2(8, 13));
             * punkty.Add(new Vector2(25, 0));
             * mo.boundaries = Boundaries.CreateFromPoints(punkty);
             * mo.collectible = false;
             * mo.Source = new Source(372, 429, 30, 38);
             * mo.textureName = @"Game\texture";
             * mo.throwableOver = true;
             * mo.type = new Bonus();
             * mo.viewBlocking = true;
             * mo.origin = new Vector2(0, 24);
             * mo.Load(content);
             *
             * for (int i = 0; i < 50; i++)
             *  GameMap.mapTiles[i][10].mapObjects.Add(mo);
             *
             * mo = new MapObject();
             * punkty.Clear();
             * punkty.Add(new Vector2(40, 13));
             * punkty.Add(new Vector2(43, 13));
             * punkty.Add(new Vector2(46, 6));
             * punkty.Add(new Vector2(25, 0));
             * //punkty.Add(new Vector2(18, 2));
             * mo.boundaries = Boundaries.CreateFromPoints(punkty);
             * mo.collectible = false;
             * mo.Source = new Source(403, 429, 30, 38);
             * mo.textureName = @"Game\texture";
             * mo.throwableOver = true;
             * mo.type = new Bonus();
             * mo.viewBlocking = true;
             * mo.origin = new Vector2(-18, 24);
             * mo.Load(content);
             *
             *
             * for (int i = 0; i < 50; i++)
             *  GameMap.mapTiles[i][10].mapObjects.Add(mo);
             */
        }
Example #2
0
        private void Level1()
        {
            GameMap = new GameMap(150, 150);

            MapTile t1 = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List<MapObject>());
            MapTile t2 = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 291, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List<MapObject>());
            MapTile t3 = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 317, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List<MapObject>());
            MapObject mo = new MapObject();
            List<Vector2> punkty = new List<Vector2>();
            punkty.Add(new Vector2(-0.5f, 7));
            punkty.Add(new Vector2(24, 23));
            punkty.Add(new Vector2(48.5f, 7));
            punkty.Add(new Vector2(24, -2));

            mo.boundaries = Boundaries.CreateFromPoints(punkty);
            mo.collectible = false;
            mo.Source = new Source(539, 0, 48, 47);
            mo.textureName = @"Game\newtile";
            mo.throwableOver = true;
            mo.type = new Bonus();
            mo.viewBlocking = true;
            mo.origin = new Vector2(0, 24);

            for (int i = 0; i < 20; i++)
            {
                for (int j = 0; j < 40; j++)
                {
                    GameMap[i + j / 2, 40 - 2 * i + j] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List<MapObject>());
                    GameMap[i + j / 2 + 1, 40 - 2 * i + j] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 291, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List<MapObject>());
                }
            }

            for (int i = 0; i < 42; i++)
            {
                GameMap[i / 2, 42 - i].mapObjects.Add(mo.Clone());
                GameMap[i / 2 + 20, 82 - i].mapObjects.Add(mo.Clone());
            }

            GameMap[20, 43].mapObjects.Add(mo.Clone());
            GameMap[21, 44].mapObjects.Add(mo.Clone());

            GameMap[20, 30].mapObjects.Add(mo.Clone());
            GameMap[1, 11].mapObjects.Add(mo.Clone());

            GameMap[4, 60] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List<MapObject>());
            GameMap[4, 60].mapObjects.Add(mo.Clone());

            for (int i = 0; i < 70; i++)
            {
                GameMap[7, i*5] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List<MapObject>());
            }

            GameMap[0, 0] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List<MapObject>());
            GameMap[1, 1] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List<MapObject>());
            GameMap[10, 2] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List<MapObject>());
            GameMap[10, 3] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List<MapObject>());
            GameMap[13, 2] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List<MapObject>());
            GameMap[13, 3] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List<MapObject>());

            GameMap.Load(content);

            /*
            GameMap = new GameMap(50, 100);

            for (int i = 0; i < 50; i++)
                for (int j = 0; j < 100; j++)
                    GameMap.mapTiles[i][j] = new MapTile(new BackgroundSprite(@"Game\texture", new Rectangle(152, 379, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List<MapObject>());

            GameMap.Load(content);

            MapObject mo = new MapObject();
            List<Vector2> punkty = new List<Vector2>();
            punkty.Add(new Vector2(1, 6));
            punkty.Add(new Vector2(4, 13));
            punkty.Add(new Vector2(8, 13));
            punkty.Add(new Vector2(25, 0));
            mo.boundaries = Boundaries.CreateFromPoints(punkty);
            mo.collectible = false;
            mo.Source = new Source(372, 429, 30, 38);
            mo.textureName = @"Game\texture";
            mo.throwableOver = true;
            mo.type = new Bonus();
            mo.viewBlocking = true;
            mo.origin = new Vector2(0, 24);
            mo.Load(content);

            for (int i = 0; i < 50; i++)
                GameMap.mapTiles[i][10].mapObjects.Add(mo);

            mo = new MapObject();
            punkty.Clear();
            punkty.Add(new Vector2(40, 13));
            punkty.Add(new Vector2(43, 13));
            punkty.Add(new Vector2(46, 6));
            punkty.Add(new Vector2(25, 0));
            //punkty.Add(new Vector2(18, 2));
            mo.boundaries = Boundaries.CreateFromPoints(punkty);
            mo.collectible = false;
            mo.Source = new Source(403, 429, 30, 38);
            mo.textureName = @"Game\texture";
            mo.throwableOver = true;
            mo.type = new Bonus();
            mo.viewBlocking = true;
            mo.origin = new Vector2(-18, 24);
            mo.Load(content);

            for (int i = 0; i < 50; i++)
                GameMap.mapTiles[i][10].mapObjects.Add(mo);
            */
        }