public void UpdateLevel(int level, TinyHuman[] tinyHumans, House[] Houses, GameMap Map, out int humansToKill) { humansToKill = 20; if (level == 1) { int c; for (c = 0; c < 20; c++) { tinyHumans[c].active = true; tinyHumans[c].dead = false; tinyHumans[c].type = (TinyHumanType)game.rnd.Next(4); tinyHumans[c].pos = new Vector2(game.rnd.Next(40), game.rnd.Next(28)); } tinyHumans[21].active = true; tinyHumans[21].type = TinyHumanType.Cat; for (c = 0; c < 5; c++) { Houses[c].active = true; //tinyHumans[c].dead = false; Houses[c].type = HouseType.Mormorshus; } humansToKill = 20; } else if (level == 2) { int c; for (c = 0; c < 20; c++) { tinyHumans[c].active = true; tinyHumans[c].dead = false; tinyHumans[c].type = (TinyHumanType)game.rnd.Next(4); tinyHumans[c].pos = new Vector2(game.rnd.Next(40), game.rnd.Next(28)); } for (c = 20; c < 40; c++) { tinyHumans[c].active = true; tinyHumans[c].dead = false; tinyHumans[c].type = TinyHumanType.Soldier; tinyHumans[c].pos = new Vector2(game.rnd.Next(20) + 20, game.rnd.Next(28)); tinyHumans[c].actionSpan = TimeSpan.FromSeconds(5); } humansToKill = 40; for (c = 0; c < 10; c++) { Houses[c].active = true; Houses[c].type = HouseType.Mormorshus; } } else { int c; for (c = 0; c < 20; c++) { tinyHumans[c].active = true; tinyHumans[c].dead = false; tinyHumans[c].type = (TinyHumanType)game.rnd.Next(4); tinyHumans[c].pos = new Vector2(game.rnd.Next(40), game.rnd.Next(28)); } for (c = 20; c < 40; c++) { tinyHumans[c].active = true; tinyHumans[c].dead = false; tinyHumans[c].type = TinyHumanType.Soldier; tinyHumans[c].pos = new Vector2(game.rnd.Next(20)+20, game.rnd.Next(28)); tinyHumans[c].actionSpan = TimeSpan.FromSeconds(game.rnd.Next(3)+2); } humansToKill = 40; for (c = 0; c < 10; c++) { Houses[c].active = false; } Houses[0].active = true; Houses[0].destroyed = false; Houses[0].type = HouseType.Whitehouse1; Houses[0].pos.X = 20; Houses[0].pos.Y = 5; Houses[1].active = true; Houses[1].destroyed = false; Houses[1].type = HouseType.Whitehouse2; Houses[1].pos.X = 22; Houses[1].pos.Y = 5; Houses[2].active = true; Houses[2].destroyed = false; Houses[2].type = HouseType.Whitehouse3; Houses[2].pos.X = 24; Houses[2].pos.Y = 5; } }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; rnd = new Random(); maxx = 39; maxy = 23; Map = new GameMap(this, 300, 200); player = new Player(this); levels = new Levels(this); tinyHumans = new TinyHuman[MAXHUMAN]; Houses = new House[MAXHOUSE]; int c; for (c = 0; c < MAXHUMAN; c++) { tinyHumans[c] = new TinyHuman(this); tinyHumans[c].active = false; } for (c = 0; c < MAXHOUSE; c++) { Houses[c] = new House(this); Houses[c].active = false; } Components.Add(player); //graphics.IsFullScreen = true; //graphics.ApplyChanges(); showGameOver = false; gameOverScreenTime = TimeSpan.FromSeconds(5); life = 100; endgame = 0; level = 1; levels.UpdateLevel(level, tinyHumans, Houses, Map, out humansToKill); }