public override void loadLevelObjects() { //FlowerTentacles ft = new FlowerTentacles(32 * 11, 32 * 4); Game1.miscObjects.Add(new VineMoveBlock(32 * 7, 32 * 25)); Game1.miscObjects.Add(new VineMoveBlock(32 * 13, 32 * 19)); Game1.miscObjects.Add(new VineMoveBlock(34 * 32, 13 * 32)); /* Game1.miscObjects.Add(new VineMoveBlock(32 * 20, 32 * 25)); Game1.miscObjects.Add(new VineMoveBlock(32 * 15, 32 * 20)); Game1.miscObjects.Add(new VineMoveBlock(32 * 20, 32 * 15)); //Game1.miscObjects.Add(new VineMoveBlock(32 * 34, 32 * 13)); //Game1.creatures.Add(new Ghost(32 * 23, 32 * 3, new Point(1, 1), new Point(54, 5))); Game1.miscObjects.Add(new AngerBlob(32 * 22, 32 * 20)); */ House house = new House(6 * 32, 3 * 32); Game1.visuals.Add(house); School school = new School(30 * 32, 3 * 32); Game1.visuals.Add(school); Lake lake = new Lake(29 * 32, 22 * 32); Game1.visuals.Add(lake); /* BoxTop boxTop = new BoxTop(20 * 32, 10 * 32); Game1.miscObjects.Add(boxTop); Desk d = new Desk(20 * 32, 11 * 32); Game1.miscObjects.Add(d); */ if(dp == null) { dp = new DiaryPlatform(25 * 32, 30 * 32); } Game1.platforms.Add(dp); if(kp == null) { kp = new KnifePlatform(25 * 32, 26 * 32); } Game1.platforms.Add(kp); if (rp == null) { rp = new RosePlatform(23 * 32, 28 * 32); } Game1.platforms.Add(rp); /* if (Game1.isBoatSpawned()) { Boat boat = new Boat(40 * 32, 28 * 32, new Point(28 * 32, 28 * 32)); Game1.updateMiscObjects.Add(boat); }*/ /* gb = new GreenBlock(11 * 32, 25 * 32); Game1.items.Add(gb); gb = new GreenBlock(10 * 32, 25 * 32); Game1.items.Add(gb); */ //level tiles for (int x = 24; x <= 42; x++) { if(x != 34) Game1.miscObjects.Add(new Fence(32 * x, 32 * 13, "barbedHor")); } Game1.miscObjects.Add(new Fence(32 * 23, 32 * 13, "barbedBottomLeft")); for (int y = 1; y < 13; y++ ) { Game1.miscObjects.Add(new Fence(32 * 23, 32 * y, "barbedVertical1")); } levelTiles.Add(new LevelTile(19 * 32, 5 * 32, "blackBlock", "blackBlock", "gate1Level", new Point(20 * 32, 10 * 32))); levelTiles.Add(new LevelTile(35 * 32, 8 * 32, "blackBlock", "blackBlock", "schoolLevel",new Point(34 * 32, 24 * 32))); levelTiles.Add(new LevelTile(9 * 32, 8 * 32, "blackBlock", "blackBlock", "houseLevel", new Point(24 * 32, 16 * 32))); levelTiles.Add(new LevelTile(26 * 32, 5 * 32, "blackBlock", "blackBlock", "complex1Level", new Point(22 * 32, 12 * 32))); levelTiles.Add(new LevelTile(36 * 32, 20 * 32, "blackBlock", "blackBlock", "marshEnterLevel", new Point(4 * 32, 9 * 32))); //debug room //levelTiles.Add(new LevelTile(4 * 32, 27 * 32, "blackBlock", "blackBlock", "ghostTestLevel", new Point(5 * 32, 27 * 32))); }