private void initWallBlocks() { for (int i = 0; i < cols; i++) { Point tempBottom = new Point(botLeft.x + (i * Wall.size.width), botLeft.y, botLeft.z); Point tempTop = new Point(botLeft.x + (i * Wall.size.width), topRight.y, topRight.z); WallBlock tempWall = new WallBlock(tempBottom, tempTop); wallBlocks.Add(tempWall); } }
private void initWallBlocks() { for (int i = 0; i < cols;i++) { Point tempBottom = new Point(botLeft.x + (i*Wall.size.width), botLeft.y, botLeft.z); Point tempTop = new Point(botLeft.x + (i*Wall.size.width), topRight.y, topRight.z); WallBlock tempWall = new WallBlock(tempBottom, tempTop); wallBlocks.Add(tempWall); } }
public override void Initialize() { BubbleHolder.initGrid(boardPosition.x, boardPosition.y, boardPosition.z); if (currentLevel == 2) { /* for (int j = 0; j < 4; j++) { for (int i = 0; i < 8; i++) { BubbleHolder.grid[i, j].bubble = BubbleCreator.createRandomBubble(BubbleHolder.grid[i, j].point); childComponents.Add(BubbleHolder.grid[i, j].bubble); } } * */ createLevel2(); } else { /* int[] coordinates = new int[]{ 0, 0 }; BubbleHolder.grid[coordinates[0], coordinates[1]].bubble = new Bubble(Game, BubbleColor.red, BubbleHolder.grid[coordinates[0], coordinates[1]].point); childComponents.Add(BubbleHolder.grid[coordinates[0], coordinates[1]].bubble); coordinates = new int[] { 0, 1 }; BubbleHolder.grid[coordinates[0], coordinates[1]].bubble = new Bubble(Game, BubbleColor.red, BubbleHolder.grid[coordinates[0], coordinates[1]].point); childComponents.Add(BubbleHolder.grid[coordinates[0], coordinates[1]].bubble); coordinates = new int[] { 0, 2 }; BubbleHolder.grid[coordinates[0], coordinates[1]].bubble = new Bubble(Game, BubbleColor.red, BubbleHolder.grid[coordinates[0], coordinates[1]].point); childComponents.Add(BubbleHolder.grid[coordinates[0], coordinates[1]].bubble); * */ createLevel1(); } WallBlock w1 = new WallBlock(new Point(verteces[0], verteces[2], verteces[5]), new Point(verteces[0], verteces[3]+3, verteces[4])); walls.Add(w1); //WallBlock w2 = new WallBlock(new Point(verteces[0], verteces[2], verteces[5]), new Point(verteces[1] + 2, verteces[2], verteces[5])); //walls.Add(w2); WallBlock w3 = new WallBlock(new Point(verteces[1], verteces[2], verteces[5]), new Point(verteces[1], verteces[3] + 3, verteces[4])); walls.Add(w3); WallBlock w4 = new WallBlock(new Point(verteces[0]+2, verteces[3], verteces[4]), new Point(verteces[1] + 2, verteces[3], verteces[4])); walls.Add(w4); WallBlock w5 = new WallBlock(new Point(verteces[0], verteces[2], verteces[5] - Wall.size.depth), new Point(verteces[0], verteces[3] + 3, verteces[4] - Wall.size.depth)); walls.Add(w5); //WallBlock w2 = new WallBlock(new Point(verteces[0], verteces[2], verteces[5]), new Point(verteces[1] + 2, verteces[2], verteces[5])); //walls.Add(w2); WallBlock w6 = new WallBlock(new Point(verteces[1], verteces[2], verteces[5] - Wall.size.depth), new Point(verteces[1], verteces[3] + 3, verteces[4] - Wall.size.depth)); walls.Add(w6); WallBlock w7 = new WallBlock(new Point(verteces[0] + 2, verteces[3], verteces[4] - Wall.size.depth), new Point(verteces[1] + 2, verteces[3], verteces[4] - Wall.size.depth)); walls.Add(w7); WallBlock w8 = new WallBlock(new Point(verteces[0], verteces[2], verteces[5] - 2 * Wall.size.depth), new Point(verteces[0], verteces[3] + 3, verteces[4] - 2 * Wall.size.depth)); walls.Add(w8); //WallBlock w2 = new WallBlock(new Point(verteces[0], verteces[2], verteces[5]), new Point(verteces[1] + 2, verteces[2], verteces[5])); //walls.Add(w2); WallBlock w9 = new WallBlock(new Point(verteces[1], verteces[2], verteces[5] - 2 * Wall.size.depth), new Point(verteces[1], verteces[3] + 3, verteces[4] - 2 * Wall.size.depth)); walls.Add(w9); WallBlock w10 = new WallBlock(new Point(verteces[0] + 2, verteces[3], verteces[4] - 2 * Wall.size.depth), new Point(verteces[1] + 2, verteces[3], verteces[4] - 2 * Wall.size.depth)); walls.Add(w10); background = new WallArea(new Point(verteces[0]+2, verteces[2], verteces[5]-5), new Point(verteces[1], verteces[3]+4, verteces[4]-5)); base.Initialize(); }
public override void Initialize() { BubbleHolder.initGrid(boardPosition.x, boardPosition.y, boardPosition.z); if (currentLevel == 2) { /* * for (int j = 0; j < 4; j++) * { * for (int i = 0; i < 8; i++) * { * BubbleHolder.grid[i, j].bubble = BubbleCreator.createRandomBubble(BubbleHolder.grid[i, j].point); * childComponents.Add(BubbleHolder.grid[i, j].bubble); * } * } * */ createLevel2(); } else { /* * int[] coordinates = new int[]{ 0, 0 }; * BubbleHolder.grid[coordinates[0], coordinates[1]].bubble = new Bubble(Game, BubbleColor.red, BubbleHolder.grid[coordinates[0], coordinates[1]].point); * childComponents.Add(BubbleHolder.grid[coordinates[0], coordinates[1]].bubble); * * coordinates = new int[] { 0, 1 }; * BubbleHolder.grid[coordinates[0], coordinates[1]].bubble = new Bubble(Game, BubbleColor.red, BubbleHolder.grid[coordinates[0], coordinates[1]].point); * childComponents.Add(BubbleHolder.grid[coordinates[0], coordinates[1]].bubble); * * coordinates = new int[] { 0, 2 }; * BubbleHolder.grid[coordinates[0], coordinates[1]].bubble = new Bubble(Game, BubbleColor.red, BubbleHolder.grid[coordinates[0], coordinates[1]].point); * childComponents.Add(BubbleHolder.grid[coordinates[0], coordinates[1]].bubble); * */ createLevel1(); } WallBlock w1 = new WallBlock(new Point(verteces[0], verteces[2], verteces[5]), new Point(verteces[0], verteces[3] + 3, verteces[4])); walls.Add(w1); //WallBlock w2 = new WallBlock(new Point(verteces[0], verteces[2], verteces[5]), new Point(verteces[1] + 2, verteces[2], verteces[5])); //walls.Add(w2); WallBlock w3 = new WallBlock(new Point(verteces[1], verteces[2], verteces[5]), new Point(verteces[1], verteces[3] + 3, verteces[4])); walls.Add(w3); WallBlock w4 = new WallBlock(new Point(verteces[0] + 2, verteces[3], verteces[4]), new Point(verteces[1] + 2, verteces[3], verteces[4])); walls.Add(w4); WallBlock w5 = new WallBlock(new Point(verteces[0], verteces[2], verteces[5] - Wall.size.depth), new Point(verteces[0], verteces[3] + 3, verteces[4] - Wall.size.depth)); walls.Add(w5); //WallBlock w2 = new WallBlock(new Point(verteces[0], verteces[2], verteces[5]), new Point(verteces[1] + 2, verteces[2], verteces[5])); //walls.Add(w2); WallBlock w6 = new WallBlock(new Point(verteces[1], verteces[2], verteces[5] - Wall.size.depth), new Point(verteces[1], verteces[3] + 3, verteces[4] - Wall.size.depth)); walls.Add(w6); WallBlock w7 = new WallBlock(new Point(verteces[0] + 2, verteces[3], verteces[4] - Wall.size.depth), new Point(verteces[1] + 2, verteces[3], verteces[4] - Wall.size.depth)); walls.Add(w7); WallBlock w8 = new WallBlock(new Point(verteces[0], verteces[2], verteces[5] - 2 * Wall.size.depth), new Point(verteces[0], verteces[3] + 3, verteces[4] - 2 * Wall.size.depth)); walls.Add(w8); //WallBlock w2 = new WallBlock(new Point(verteces[0], verteces[2], verteces[5]), new Point(verteces[1] + 2, verteces[2], verteces[5])); //walls.Add(w2); WallBlock w9 = new WallBlock(new Point(verteces[1], verteces[2], verteces[5] - 2 * Wall.size.depth), new Point(verteces[1], verteces[3] + 3, verteces[4] - 2 * Wall.size.depth)); walls.Add(w9); WallBlock w10 = new WallBlock(new Point(verteces[0] + 2, verteces[3], verteces[4] - 2 * Wall.size.depth), new Point(verteces[1] + 2, verteces[3], verteces[4] - 2 * Wall.size.depth)); walls.Add(w10); background = new WallArea(new Point(verteces[0] + 2, verteces[2], verteces[5] - 5), new Point(verteces[1], verteces[3] + 4, verteces[4] - 5)); base.Initialize(); }