Exemple #1
0
 public SpriteBankRoomGroup(EStageID stage, int patternAddressStart, int[] roomNums, int[] spriteBankRowsRestriction, byte[] patternTableAddressesRestriction /*, params EnemyInstance[] enemyInstances*/)
     : this(stage, patternAddressStart, roomNums)
 {
     SpriteBankRowsRestriction        = new List <int>(spriteBankRowsRestriction);
     PatternTableAddressesRestriction = new List <byte>(patternTableAddressesRestriction);
     IsSpriteRestricted = true;
 }
 public SpriteBankRoomGroup(EStageID stage, int patternAddressStart, int[] roomNums, int[] spriteBankRowsRestriction, byte[] patternTableAddressesRestriction/*, params EnemyInstance[] enemyInstances*/)
     : this(stage, patternAddressStart, roomNums)
 {
     SpriteBankRowsRestriction = new List<int>(spriteBankRowsRestriction);
     PatternTableAddressesRestriction = new List<byte>(patternTableAddressesRestriction);
     IsSpriteRestricted = true;
 }
Exemple #3
0
        public SpriteBankRoomGroup(EStageID stage, int patternAddressStart, int[] roomNums)
        {
            this.Stage = stage;
            this.PatternAddressStart = patternAddressStart;

            Rooms = new List <Room>();
            for (int i = 0; i < roomNums.Length; i++)
            {
                Rooms.Add(new Room(roomNums[i]));
            }

            //EnemyInstances = new List<EnemyInstance>();
            NewEnemyTypes      = new List <EnemyType>();
            IsSpriteRestricted = false;
        }
        public SpriteBankRoomGroup(EStageID stage, int patternAddressStart, int[] roomNums)
        {
            this.Stage = stage;
            this.PatternAddressStart = patternAddressStart;

            Rooms = new List<Room>();
            for (int i = 0; i < roomNums.Length; i++)
            {
                Rooms.Add(new Room(roomNums[i]));
            }

            //EnemyInstances = new List<EnemyInstance>();
            NewEnemyTypes = new List<EnemyType>();
            IsSpriteRestricted = false;
        }