public GameController(Player player, Projectiles projectiles, Drops drops, GameMode gameMode) { colHandler = new CollisionHandler(); this.Player = player; this.Projectiles = projectiles; Drops = drops; this.gameMode = gameMode; spawnPointGen = new SpawnPointGenerator(gameMode); spawnTimer = new SpawnTimer(gameMode); Enemies = new Enemies(player); dropPoints = new DropSpawnPoints(); }
public void GenerateRooms(World2D world) { m_generating = true; while (m_generating) { int roomSize = GetRoomSize(); // update the current transform to the new room's center after placing it m_transform = SetTiles(m_transform, roomSize); } // generate walls new WallGenerator(m_gridSystem); new DoorGenerator(m_gridSystem); new SectionGenerator(m_gridSystem, TileType.s01Wall, TileType.s02Wall, TileType.s03Wall, TileType.s04Wall); SpawnPointGenerator s = new SpawnPointGenerator(m_gridSystem, world); world.spawnpointGenerator = s; world.gridSystem = m_gridSystem; m_playerList = s.SpawnPointList; }
public EnemySpawnerController(ILogger <EnemySpawnerController> logger) { _logger = logger; spawnPointGenerator = new SpawnPointGenerator(); }