public void LoadLevel1(D2D.WindowRenderTarget renderTarget) { LevelPositionX = 0; CurrentLevel = 1; //Objects _objectList = null; _enemyShipList = null; _objectList = new List <LevelObject>(); _enemyShipList = new List <EnemyShip>(); Background = Backgroundlvl1; ObjectList.Add(new LevelObject(400, 400, LoadBitmap(Resources.a10010, renderTarget), 150, 150)); ObjectList.Add(new LevelObject(1200, 200, LoadBitmap(Resources.a10012, renderTarget), 150, 200)); ObjectList.Add(new LevelObject(1500, 550, LoadBitmap(Resources.a10010, renderTarget), 100, 120)); ObjectList.Add(new LevelObject(2000, 420, LoadBitmap(Resources.a10015, renderTarget), 150, 150)); ObjectList.Add(new LevelObject(2500, 300, LoadBitmap(Resources.a10012, renderTarget), 150, 150)); ObjectList.Add(new LevelObject(3000, 400, LoadBitmap(Resources.a10010, renderTarget), 150, 150)); ObjectList.Add(new LevelObject(3400, 200, LoadBitmap(Resources.a10012, renderTarget), 150, 150)); ObjectList.Add(new LevelObject(3900, 550, LoadBitmap(Resources.a10010, renderTarget), 150, 150)); ObjectList.Add(new LevelObject(4400, 420, LoadBitmap(Resources.a10015, renderTarget), 150, 150)); ObjectList.Add(new LevelObject(5500, 300, LoadBitmap(Resources.a10012, renderTarget), 150, 150)); //enemies EnemyShipList.Add(new EnemyShip(1500, 400)); EnemyShipList.Add(new EnemyShip(2000, 100)); EnemyShipList.Add(new EnemyShip(2700, 350)); EnemyShipList.Add(new EnemyShip(3500, 150)); EnemyShipList.Add(new EnemyShip(4800, 550)); EnemyShipList.Add(new EnemyShip(5500, 300)); EnemyShipList.Add(new EnemyShip(6000, 500)); EnemyShipList.Add(new EnemyShip(7000, 200)); }
public void RemoveEnemy(EnemyModel enemy) { EnemyShipList.Remove(enemy); Events.RemoveFutureTaggedEvents(enemy); Events.RemoveAllTaggedEvents(enemy.GetHashCode() + "static".GetHashCode()); enemyBulletList = EnemyBulletList.Except(RemoveBullet(enemy.GetHashCode() + "static".GetHashCode())).ToList(); DrawEnemyExplosion(enemy); }
public void LoadLevel2(D2D.WindowRenderTarget renderTarget) { LevelPositionX = 0; Background = Backgroundlvl2; CurrentLevel = 2; //Objects Backgroundgdi = Resources.SpaceBackground1; _objectList = null; _enemyShipList = null; _objectList = new List <LevelObject>(); _enemyShipList = new List <EnemyShip>(); ObjectList.Add(new LevelObject(1, 1, LoadBitmap(Resources.a10012, renderTarget), 20, 6000)); ObjectList.Add(new LevelObject(1, 740, LoadBitmap(Resources.a10012, renderTarget), 30, 6000)); //enemies EnemyShipList.Add(new EnemyShip(1500, 400)); EnemyShipList.Add(new EnemyShip(2000, 100)); EnemyShipList.Add(new EnemyShip(2150, 500)); EnemyShipList.Add(new EnemyShip(2300, 450)); EnemyShipList.Add(new EnemyShip(2400, 400)); EnemyShipList.Add(new EnemyShip(2550, 600)); EnemyShipList.Add(new EnemyShip(2700, 350)); EnemyShipList.Add(new EnemyShip(3500, 150)); EnemyShipList.Add(new EnemyShip(3660, 550)); EnemyShipList.Add(new EnemyShip(3800, 350)); EnemyShipList.Add(new EnemyShip(3900, 450)); EnemyShipList.Add(new EnemyShip(4800, 550)); EnemyShipList.Add(new EnemyShip(4950, 200)); EnemyShipList.Add(new EnemyShip(5200, 450)); EnemyShipList.Add(new EnemyShip(5300, 400)); EnemyShipList.Add(new EnemyShip(5500, 239)); EnemyShipList.Add(new EnemyShip(5650, 600)); EnemyShipList.Add(new EnemyShip(5790, 400)); EnemyShipList.Add(new EnemyShip(6000, 100)); EnemyShipList.Add(new EnemyShip(6150, 400)); EnemyShipList.Add(new EnemyShip(6230, 600)); EnemyShipList.Add(new EnemyShip(6400, 300)); EnemyShipList.Add(new EnemyShip(6520, 400)); EnemyShipList.Add(new EnemyShip(6650, 200)); EnemyShipList.Add(new EnemyShip(6800, 600)); EnemyShipList.Add(new EnemyShip(7000, 499)); EnemyShipList.Add(new EnemyShip(7200, 240)); EnemyShipList.Add(new EnemyShip(7340, 520)); EnemyShipList.Add(new EnemyShip(7420, 140)); EnemyShipList.Add(new EnemyShip(7600, 640)); EnemyShipList.Add(new EnemyShip(7700, 520)); EnemyShipList.Add(new EnemyShip(7850, 380)); EnemyShipList.Add(new EnemyShip(7980, 190)); EnemyShipList.Add(new EnemyShip(8300, 400)); EnemyShipList.Add(new EnemyShip(6460, 590)); EnemyShipList.Add(new EnemyShip(8690, 240)); }