public Level(int goalLength,int num) { vel = new Vector2(((float)Maths.random.NextDouble() - 0.5f), 0); people = new List<Person>(); freewayDistance = Maths.random.Next(7000) + 4000; freewayStart = 0; number = num; seriouslyDone = false; Doom = new Thing("DoomWall", new Vector2(-1500 + (ApocalypseParkour.Difficulty * 168), 0), 0); Doom.MyAnimationFlyWeight.gotoAnim("Doom",true); if (!ApocalypseParkour.leisureMode) { Doom.Velocity = new Vector2(Player.topSpeed - 4 + (ApocalypseParkour.Difficulty * 1.315f), 0); } goal = goalLength; MissleFired = false; height = maxHeight + 100; buildings = new List<Building>(); Clouds = new List<Thing>(); //Clouds.Add(); player = new Player("Sean", new Vector2(-10,maxHeight - 100), 0); if (ApocalypseParkour.Horde) { for (int i = 0; i < 100; ++i) { AddPerson(new Vector2(0 + Maths.random.Next(500), maxHeight - +Maths.random.Next(50))); people[i].Velocity = new Vector2(1 + Maths.random.Next(7), 1 + Maths.random.Next(7)); } } player.Velocity = new Vector2(5, 5); buildings.Add(new Building(new Vector2(100, height), 0)); if (!buildings[buildings.Count - 1].invulnerable) { progress += (int)buildings[buildings.Count - 1].width * 32; } else { progress += globals._Sprites[buildings[buildings.Count - 1].MyAnimationFlyWeight.SpriteName].Width; } while (progress < goal * Maths.PixelsInAMeter) { SpawnNewBuidling(false); } SpawnNewBuidling(true); goal = (int)(buildings[buildings.Count - 1].Position.X + 100) / Maths.PixelsInAMeter; nextSpawn = 0; untilDisaster = Maths.random.Next(10); Missle = new LiveThing("Missle",new Vector2(-2000,-2000),0); Missle.Velocity = new Vector2(20.0f, 0.0f); Ridden = false; PlayerDead = false; cityscape = new Thing("CityScape", new Vector2(0, maxHeight), 0); }
public void Invade() { if (!invulnerable) { UFO = new Thing("UFO", new Vector2(position.X + (width * 16) - (globals._Sprites["UFO"].Width / 2), position.Y - 700), 0); } }