// Spawn all spikes for level public static void SpawnSpikes(SpikeManager spikeManager) { spikeManager.SpawnSpike(new Vector2(100, 427)); spikeManager.SpawnSpike(new Vector2(125, 427)); spikeManager.SpawnSpike(new Vector2(150, 427)); spikeManager.SpawnSpike(new Vector2(175, 427)); spikeManager.SpawnSpike(new Vector2(200, 427)); spikeManager.SpawnSpike(new Vector2(225, 427)); spikeManager.SpawnSpike(new Vector2(250, 427)); spikeManager.SpawnSpike(new Vector2(275, 427)); spikeManager.SpawnSpike(new Vector2(300, 427)); spikeManager.SpawnSpike(new Vector2(325, 427)); spikeManager.SpawnSpike(new Vector2(350, 427)); spikeManager.SpawnSpike(new Vector2(375, 427)); spikeManager.SpawnSpike(new Vector2(400, 427)); spikeManager.SpawnSpike(new Vector2(425, 427)); spikeManager.SpawnSpike(new Vector2(450, 427)); spikeManager.SpawnSpike(new Vector2(475, 427)); spikeManager.SpawnSpike(new Vector2(500, 427)); spikeManager.SpawnSpike(new Vector2(525, 427)); spikeManager.SpawnSpike(new Vector2(500, 427)); spikeManager.SpawnSpike(new Vector2(525, 427)); spikeManager.SpawnSpike(new Vector2(550, 427)); spikeManager.SpawnSpike(new Vector2(575, 427)); spikeManager.SpawnSpike(new Vector2(600, 427)); spikeManager.SpawnSpike(new Vector2(625, 427)); spikeManager.SpawnSpike(new Vector2(650, 427)); spikeManager.SpawnSpike(new Vector2(675, 427)); }
// Spawn all spikes for level public static void SpawnSpikes(SpikeManager spikeManager) { spikeManager.SpawnSpike(new Vector2(150, 70)); spikeManager.SpawnSpike(new Vector2(175, 70)); spikeManager.SpawnSpike(new Vector2(200, 70)); spikeManager.SpawnSpike(new Vector2(225, 70)); spikeManager.SpawnSpike(new Vector2(250, 70)); spikeManager.SpawnSpike(new Vector2(275, 70)); spikeManager.SpawnSpike(new Vector2(300, 70)); spikeManager.SpawnSpike(new Vector2(325, 70)); spikeManager.SpawnSpike(new Vector2(350, 70)); spikeManager.SpawnSpike(new Vector2(375, 70)); spikeManager.SpawnSpike(new Vector2(400, 70)); spikeManager.SpawnSpike(new Vector2(425, 70)); spikeManager.SpawnSpike(new Vector2(450, 70)); // Change spike texture to inverted one foreach (Sprite spike in spikeManager.Spikes) { spike.Texture = Spike; } spikeManager.SpawnSpike(new Vector2(0, 220)); spikeManager.SpawnSpike(new Vector2(25, 220)); spikeManager.SpawnSpike(new Vector2(109, 298)); spikeManager.SpawnSpike(new Vector2(84, 298)); spikeManager.SpawnSpike(new Vector2(59, 298)); spikeManager.SpawnSpike(new Vector2(0, 349)); }
// Spawn all spikes for level public static void SpawnSpikes(SpikeManager spikeManager) { spikeManager.SpawnSpike(new Vector2(275, 230)); spikeManager.SpawnSpike(new Vector2(150, 330)); spikeManager.SpawnSpike(new Vector2(125, 330)); spikeManager.SpawnSpike(new Vector2(100, 330)); spikeManager.SpawnSpike(new Vector2(225, 230)); spikeManager.SpawnSpike(new Vector2(200, 230)); spikeManager.SpawnSpike(new Vector2(175, 230)); }
// Spawn all spikes for level public static void SpawnSpikes(SpikeManager spikeManager) { spikeManager.SpawnSpike(new Vector2(500, 313)); spikeManager.SpawnSpike(new Vector2(475, 313)); spikeManager.SpawnSpike(new Vector2(450, 313)); spikeManager.SpawnSpike(new Vector2(425, 313)); spikeManager.SpawnSpike(new Vector2(400, 313)); spikeManager.SpawnSpike(new Vector2(375, 313)); spikeManager.SpawnSpike(new Vector2(350, 313)); spikeManager.SpawnSpike(new Vector2(325, 313)); spikeManager.SpawnSpike(new Vector2(300, 313)); spikeManager.SpawnSpike(new Vector2(275, 313)); }
public CollisionManager( PlayerManager player, EnemyManager enemyManager, BreakableManager breakableManager, SpikeManager spikeManager, KeyDoor keyDoor, HeartManager heartManager ) { this.player = player; this.enemyManager = enemyManager; this.breakableManager = breakableManager; this.spikeManager = spikeManager; this.keyDoor = keyDoor; this.heartManager = heartManager; }
// Spawn all spikes for level public static void SpawnSpikes(SpikeManager spikeManager) { spikeManager.SpawnSpike(new Vector2(40, 358)); spikeManager.SpawnSpike(new Vector2(65, 358)); spikeManager.SpawnSpike(new Vector2(90, 358)); spikeManager.SpawnSpike(new Vector2(115, 358)); spikeManager.SpawnSpike(new Vector2(140, 358)); spikeManager.SpawnSpike(new Vector2(165, 358)); spikeManager.SpawnSpike(new Vector2(190, 358)); spikeManager.SpawnSpike(new Vector2(215, 358)); spikeManager.SpawnSpike(new Vector2(240, 358)); spikeManager.SpawnSpike(new Vector2(265, 358)); spikeManager.SpawnSpike(new Vector2(290, 358)); spikeManager.SpawnSpike(new Vector2(315, 358)); spikeManager.SpawnSpike(new Vector2(340, 358)); }
// Spawn all spikes for level public static void SpawnSpikes(SpikeManager spikeManager) { spikeManager.SpawnSpike(new Vector2(775, 191)); spikeManager.SpawnSpike(new Vector2(750, 191)); spikeManager.SpawnSpike(new Vector2(725, 191)); spikeManager.SpawnSpike(new Vector2(700, 191)); spikeManager.SpawnSpike(new Vector2(675, 191)); spikeManager.SpawnSpike(new Vector2(650, 191)); spikeManager.SpawnSpike(new Vector2(625, 191)); spikeManager.SpawnSpike(new Vector2(600, 191)); spikeManager.SpawnSpike(new Vector2(575, 191)); spikeManager.SpawnSpike(new Vector2(550, 191)); spikeManager.SpawnSpike(new Vector2(525, 191)); spikeManager.SpawnSpike(new Vector2(125, 261)); }
// Spawn all spikes for level public static void SpawnSpikes(SpikeManager spikeManager) { //spikeManager.SpawnSpike(new Vector2(x, y)); }
// Update public void Update(GameTime gameTime, TileManager tileManager, KeyDoor keyDoor, SpikeManager spikeManager) { // Check collisions checkPlayerToBreakableCollisions(); MovePlayerWherePossible(tileManager); checkPlayerToSpikeCollisions(); checkPlayerToEnemyCollision(); checkPlayerToKeyCollisions(); checkPlayerToDoorCollision(); checkPlayerToHeartCollisions(); }
// Spawn all spikes for level public static void SpawnSpikes(SpikeManager spikeManager) { spikeManager.SpawnSpike(new Vector2(50, 113)); spikeManager.SpawnSpike(new Vector2(25, 113)); spikeManager.SpawnSpike(new Vector2(0, 113)); }