/// <summary> /// Generates a new set of rooms for the floor /// </summary> private void GenerateFloor() { floor.Clear(); Room newRoom; if (floorLevel == 10) { newRoom = new Room(floorLevel, player, true); newRoom.RoomCleared += safeRoom.UpdateRoomStat; floor.Enqueue(newRoom); } else if (floorLevel % 3 == 0) { newRoom = new Room(floorLevel, player); newRoom.RoomCleared += safeRoom.UpdateRoomStat; floor.Enqueue(newRoom); } else { for (int k = 0; k < (floorLevel / 3) + 1; k++) { newRoom = new Room(RoomsDirectory.GetRandomLayout(), floorLevel, player); newRoom.RoomCleared += safeRoom.UpdateRoomStat; floor.Enqueue(newRoom); } } }
/// <summary> /// Initializes content that requires textures or fonts /// </summary> private void PostInitialize() { EnemiesDirectory.SetUp(); RoomsDirectory.ReadRooms("temp"); HatsDirectory.SetUp(); menu = new Menu(); instructions = new Instructions(); play = new Play(); }