static public GameLevel GetGameLevel(LevelType levelType, float levelWidth, float levelHight, float blockWidth, float blockHeight, int seed)
        {
            GameLevel gameLevel;

            switch (levelType)
            {
            case LevelType.Desert:
                gameLevel = new Desert(levelWidth, levelHight, blockWidth, blockHeight, seed);
                break;

            case LevelType.Forest:
                gameLevel = new Forest(levelWidth, levelHight, blockWidth, blockHeight, seed);
                break;

            case LevelType.Cave:
                gameLevel = new Cave(levelWidth, levelHight, blockWidth, blockHeight, seed);
                break;

            case LevelType.Field:
            default:
                gameLevel = new Field(levelWidth, levelHight, blockWidth, blockHeight, seed);
                break;
            }
            gameLevel.SetUpLevel();
            return(gameLevel);
        }
Exemple #2
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        public void Visit(Desert desert)
        {
            // Add PowerUp spawners
            desert.AddStuff(new PowerUpSpawner(desert.levelWidth / 2, desert.levelHeight * 0.25f, desert.blockWidth, desert.blockHeight, new FixedSpawn()));
            desert.AddStuff(new PowerUpSpawner(desert.levelWidth / 2, desert.levelHeight * 0.75f, desert.blockWidth, desert.blockHeight, new FixedSpawn()));

            // Add Player spawners
            desert.AddStuff(new PlayerSpawner(desert.blockWidth * 4, desert.blockHeight * 4, 135));
            desert.AddStuff(new PlayerSpawner(desert.levelWidth - desert.blockWidth * 4, desert.blockHeight * 4, -135));
            desert.AddStuff(new PlayerSpawner(desert.blockWidth * 4, desert.levelHeight - desert.blockHeight * 4, 45));
            desert.AddStuff(new PlayerSpawner(desert.levelWidth - desert.blockWidth * 4, desert.levelHeight - desert.blockHeight * 4, -45));
        }
Exemple #3
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 public void Visit(Desert desert)
 {
     desert.AddStuff(new Ground(new Transform(desert.levelWidth / 2, desert.levelHeight / 2, desert.levelWidth, desert.levelHeight), Brushes.LightYellow));
 }