private void setuplvl3() { level lvl3 = new level(1800, 2400, 1, 400, 400, new pistol(new PointF(0, 0))); lvl3.addpowerup(400, 175, "superballgun"); lvl3.addwall(800, 0, 50, 250); lvl3.addwall(800, 350, 50, 250); lvl3.addwall(800, 700, 50, 250); lvl3.addwall(800, 1050, 50, 250); lvl3.addwall(800, 1400, 50, 250); lvl3.addwall(1600, 0, 50, 250); lvl3.addwall(1600, 350, 50, 250); lvl3.addwall(1600, 700, 50, 250); lvl3.addwall(1600, 1050, 50, 250); lvl3.addwall(1600, 1400, 50, 250); lvl3.addwall(0, 600, 300, 50); lvl3.addwall(400, 600, 300, 50); lvl3.addwall(800, 600, 300, 50); lvl3.addwall(1200, 600, 300, 50); lvl3.addwall(1600, 600, 300, 50); lvl3.addwall(0, 1200, 300, 50); lvl3.addwall(400, 1200, 300, 50); lvl3.addwall(800, 1200, 300, 50); lvl3.addwall(1200, 1200, 300, 50); lvl3.addwall(1600, 1200, 300, 50); lvl3.addenemy("boss", 1200, 1000); lvl3.addpowerup(900, 1000, "enemyspawner"); lvl3.addpowerup(1300, 1000, "enemyspawner"); levellist.Add(lvl3); }
public void nextlevel() { lvlnum++; if (lvlnum >= levellist.Count()) { victory = true; } else { currentlvl = levellist[lvlnum]; enemylist = currentlvl.getenemies(); poweruplist = currentlvl.getpowerups(); walllist = currentlvl.getwalls(); bulletlist.Clear(); player1.reset(currentlvl.getstart(), currentlvl.getweapon()); player1.update(0); //update & delete enemies viewoffset.X = (int)player1.getx() - this.Width / 2; viewoffset.Y = (int)player1.gety() - this.Height / 2; List <enemy> tempenemies = new List <enemy>(); foreach (enemy b in enemylist) { b.update(0); if (b.isdead() == false) { tempenemies.Add(b); } } enemylist = tempenemies; // update and delete bullets List <Bullets> tempbullets = new List <Bullets>(); foreach (Bullets b in bulletlist) { b.update(0); if (b.isdead() == false) { tempbullets.Add(b); } } bulletlist = tempbullets; //update powerups List <powerup> temppowerups = new List <powerup>(); foreach (powerup b in poweruplist) { b.update(0); if (b.isdead() == false) { temppowerups.Add(b); } } poweruplist = temppowerups; pause = true; pausecounter = pausedelay; levelintro = true; LEVEL1.Visible = true; LEVEL1.Text = "Level: " + (lvlnum + 1); if (lvlnum == 2) { player1.sethp(250); } } }