public Level() { _startRoomIndex = 0; _rooms = new List <Room>(); var room1 = new Room("Room1.f"); var room2 = new Room("Room2.f"); var room3 = new Room("Room1.f"); var room4 = new Room("Room2.f"); var room5 = new Room("Room1.f"); var room6 = new Room("Room2.f"); var room7 = new BossRoom(new RectangleF(-0.85f, 0.5f, 1.7f, -1.4f), 3, new Boss(0.15f, -0.25f, 0.3f, 0.2f, 0.2f / 60, 1200, 7, 16, new ShotCharacteristics("Fireball.f"), 30, 4, 0.22f / 60, 1, "Boss", Boss.ShootRound10)); var trueState = new[] { 0, 2, 2 }; var note = new Note(new RectangleF(0.5f, 0.5f, 0.2f, 0.2f), 0, 1, trueState); var room8 = new ChallengeRoom(new RectangleF(-0.85f, 0.5f, 1.7f, -1.4f), 1, note); room1.TopDoor = new Door(room1, room2, "top"); room2.BotDoor = new Door(room2, room1, "bot"); room2.RightDoor = new Door(room2, room3, "right"); room3.LeftDoor = new Door(room3, room2, "left"); room3.RightDoor = new Door(room3, room4, "right"); room4.TopDoor = new Door(room4, room5, "top"); room4.LeftDoor = new Door(room4, room3, "left"); room4.BotDoor = new Door(room4, room6, "bot"); room5.BotDoor = new Door(room5, room4, "bot"); room6.TopDoor = new Door(room6, room4, "top"); room6.BotDoor = new Door(room6, room7, "bot"); room7.TopDoor = new Door(room7, room6, "top"); room7.Items.Add(new Item(room7.Form.Left + 0.5f, room7.Form.Bottom + 0.5f, ItemEffect.UpSpeed, "Boot.f")); _bossRoom = room7; room5.TopDoor = new Door(room5, room8, "top"); room8.BotDoor = new Door(room8, room5, "bot"); _rooms.Add(room1); _rooms.Add(room2); _rooms.Add(room3); _rooms.Add(room4); _rooms.Add(room5); _rooms.Add(room6); _rooms.Add(room7); _rooms.Add(room8); foreach (var t in _rooms) { _roomSupervisors[t] = new DefaultRoomSupervisor(t); } _currentRoom = _rooms[_startRoomIndex]; //room1.Enemies.Clear(); }
public Level(List <Room> rooms, BossRoom bossRoom, int startRoomIndex) { _rooms = rooms; _startRoomIndex = startRoomIndex; _bossRoom = bossRoom; }