public HuntingGrounds(Player player, int screenGridWidth, int screenGridHeight, int screenWidth, int screenHeight, GraphicsDevice graphicsDevice) : base(player, screenGridWidth, screenGridHeight, screenWidth, screenHeight, graphicsDevice) { height = 30; width = 60; AddBorder(); Console.WriteLine(tiles.Length + ", " + tiles[0].Length); for (int i = 1; i < 58; i++) { tiles[i][28] = new Tiles.BrickWall(i, 28, this); } for (int i = 22; i > 5; i -= 6) { for (int j = 5; j < 26; j++) { tiles[j][i] = new Tiles.BrickWall(j, i, this); } tiles[2][i + 3] = new Tiles.BrickWall(2, i + 3, this); } spawnPoint = new Vector2(60, 60); }
public TestArea(Player player, int screenGridWidth, int screenGridHeight, int screenWidth, int screenHeight, GraphicsDevice graphicsDevice) : base(player, screenGridWidth, screenGridHeight, screenWidth, screenHeight, graphicsDevice) { //enemies.Add(new Enemies.Snail(new Vector2(600, 300), player, this, null, 0)); NPCList.Add(new NPCs.BusinessMan(new Vector2(300, 200), this)); List <Enemy> enemyList = new List <Enemy>(); enemyList.Add(new Enemies.SlimeDrip(new Vector2(51, 51), this, null, 1)); enemyList.Add(new Enemies.SlimeRegular(new Vector2(0, 0), this, null, 1)); enemyList.Add(new Enemies.Snail(new Vector2(50, 50), this, null, 1)); spawners.Add(new Spawner(new Vector2(600, 300), enemyList, this)); height = 22; width = 30; AddBorder(); tiles[3][3] = new Tiles.BrickWall(3, 3, this); tiles[6][6] = new Tiles.BrickWall(6, 6, this); tiles[8][8] = new Tiles.BrickWall(8, 8, this); tiles[0][10] = new Tiles.BrickWall(0, 10, this); tiles[1][10] = new Tiles.BrickWall(1, 10, this); tiles[2][10] = new Tiles.BrickWall(2, 10, this); tiles[3][10] = new Tiles.BrickWall(3, 10, this); tiles[4][10] = new Tiles.BrickWall(4, 10, this); tiles[5][10] = new Tiles.BrickWall(5, 10, this); tiles[6][10] = new Tiles.BrickWall(6, 10, this); tiles[7][10] = new Tiles.BrickWall(7, 10, this); tiles[8][10] = new Tiles.BrickWall(8, 10, this); tiles[9][10] = new Tiles.BrickWall(9, 10, this); tiles[10][10] = new Tiles.BrickWall(10, 10, this); tiles[15][15] = new Tiles.EnemyBarrier(15, 15, this); tiles[15][14] = new Tiles.EnemyBarrier(15, 14, this); tiles[15][13] = new Tiles.EnemyBarrier(15, 13, this); tiles[16][15] = new Tiles.BrickWall(16, 15, this); tiles[17][15] = new Tiles.BrickWall(17, 15, this); tiles[18][15] = new Tiles.BrickWall(18, 15, this); tiles[19][15] = new Tiles.BrickWall(19, 15, this); tiles[20][15] = new Tiles.BrickWall(20, 15, this); tiles[21][15] = new Tiles.BrickWall(21, 15, this); tiles[22][15] = new Tiles.BrickWall(22, 15, this); tiles[23][15] = new Tiles.BrickWall(23, 15, this); tiles[24][15] = new Tiles.BrickWall(24, 15, this); tiles[25][15] = new Tiles.BrickWall(25, 15, this); tiles[26][15] = new Tiles.BrickWall(26, 15, this); tiles[27][15] = new Tiles.BrickWall(27, 15, this); tiles[28][15] = new Tiles.BrickWall(28, 15, this); tiles[13][17] = new Tiles.BrickWall(13, 17, this); for (int i = 1; i < 10; i++) { tiles[i][height - 2] = new Tiles.Dirt(i, height - 2, this); tiles[i][height - 3] = new Tiles.Grass(i, height - 3, this); } for (int i = 10; i < width - 1; i++) { tiles[i][height - 2] = new Tiles.Grass(i, height - 2, this); } spawnPoint = new Vector2(60, 60); }