static void Initialize(Engine engine) { Console.OutputEncoding = System.Text.Encoding.Unicode; Console.SetWindowSize(GameCols + 2, GameRows + 2); // Generate couple briks for (int i = 0; i < 10; i++) { var brick = new Brick(new MatrixCoords(GameRows - 4, rand.Next(10, GameCols - 20))); engine.AddObject(brick); } // Generate ten enemies for (int i = 0; i < 10; i++) { var enemy = new Bomb(new MatrixCoords(rand.Next(5, GameRows - 15), rand.Next(GameRows - 15, GameCols - 2)), new MatrixCoords(1, 0)); engine.AddObject(enemy); } for (int i = 0; i < 10; i++) { var enemy = new Turtle(new MatrixCoords(rand.Next(5, GameRows - 15), rand.Next(GameRows - 15, GameCols - 2)), new MatrixCoords(0, -1)); engine.AddObject(enemy); } var theBoss = new SuperEvil(new MatrixCoords(rand.Next(5, GameRows), rand.Next(GameRows, GameCols)), new MatrixCoords(2, -2)); engine.AddObject(theBoss); var timer = new Timer(new MatrixCoords(1, 1)); engine.AddObject(timer); var displayLives = new DisplayLives(new MatrixCoords(1, 20)); engine.AddObject(displayLives); var mario = new Mario(new MatrixCoords(GameRows - 20, 2)); engine.AddObject(mario); // Add some bonus and lives for (int i = 0; i < 3; i++) { var bonusPoints = new BonusPoints(new MatrixCoords(rand.Next(15, GameRows - 15), rand.Next(GameRows, GameCols)), new MatrixCoords(0, -1)); engine.AddObject(bonusPoints); var bonusLives = new BonusLives(new MatrixCoords(rand.Next(10, GameRows - 5), rand.Next(GameRows, GameCols)), new MatrixCoords(0, -1)); engine.AddObject(bonusLives); } }
static void Initialize(Engine engine) { Console.OutputEncoding = System.Text.Encoding.Unicode; Console.SetWindowSize(GameCols + 2, GameRows + 2); //Console.SetBufferSize(9999, 300); // Generate couple briks for (int i = 0; i < 10; i++) { var brick = new Brick(new MatrixCoords(GameRows - 4, rand.Next(10, GameCols - 20))); var brick4 = new Brick(new MatrixCoords(GameRows - 4, rand.Next(10, GameCols - 20))); engine.AddObject(brick); engine.AddObject(brick4); } var brick2 = new Brick(new MatrixCoords(GameRows - 20, rand.Next(10, 10))); engine.AddObject(brick2); var brick5 = new Brick(new MatrixCoords(GameRows - 25, rand.Next(10, 10))); engine.AddObject(brick5); var brick3 = new Brick(new MatrixCoords(GameRows - 15, rand.Next(10, 10))); engine.AddObject(brick3); // Generate ten enemies for (int i = 0; i < 10; i++) { var enemy = new Enemy(new MatrixCoords(rand.Next(5, GameRows - 15), rand.Next(GameRows - 15, GameCols - 2)), new MatrixCoords(0, -1)); engine.AddObject(enemy); } var mario = new Mario(new MatrixCoords(GameRows - 11, 2)); engine.AddObject(mario); }
private void AddMario(GameObject obj) { this.playerMario = obj as Mario; for (int i = 0; i < this.allObjects.Count; i++) { if (this.allObjects[i] is Mario) { this.allObjects.RemoveAt(i); i--; } } for (int i = 0; i < this.staticObjects.Count; i++) { if (this.staticObjects[i] is Mario) { this.staticObjects.RemoveAt(i); i--; } } this.AddStaticObject(obj); }