/// <summary> /// Uaktualnia obiekty na mapie. /// </summary> /// <param name="gameTimer"></param> /// <param name="player">Obikt gracza</param> public void Update(GameTime gameTimer, ref Tony player) { //float x = Tony.position.X; Vector2 ob = new Vector2(player.position.X / 48, player.position.Y / 48); // map[(int)ob.X, (int)ob.Y].isEmpty = StateField.empty; if (map[(int)ob.X, (int)ob.Y].isEmpty == StateField.rubin) { numRubin--; Level.points += 30; if (numRubin == 0 && isdiamond == false) { setDiamond(); } } else if (map[(int)ob.X, (int)ob.Y].isEmpty == StateField.diamond) { Level.points += 100; clear = true; } if (map[(int)ob.X, (int)ob.Y].isEmpty != StateField.trap) { map[(int)ob.X, (int)ob.Y].isEmpty = StateField.empty; } }
/// <summary> /// Tworzy nowy obiekt typu Level /// </summary> /// <param name="graphics"></param> /// <param name="currpoint">Punkty od ktorych ma sie zaczac level</param> public Level(GraphicsDevice graphics, int currpoint) { bonus = new List <Bonus>(); enemy = new List <Robak>(); enemySuper = new List <SuperRobak>(); trap = new List <Trap>(); points = currpoint; // size = new Vector2(graphics.Viewport.Width, graphics.Viewport.Height ); map = new Map(); player = new Tony(Source.tony, Map.startPosition); countEnemy(); enemy.Add(new Robak(Source.robak, Map.endPosition, player)); enemyTimer.Tick += new EventHandler(AddEnemy); enemyTimer.Interval = 8000; enemyTimer.Start(); levelEnd = false; Tony.dead = false; }
/// <summary> /// Tworzy nowy obiekt typu Robak /// </summary> /// <param name="newTexture">textura dla Robaka</param> /// <param name="newPosition">now pozycja</param> /// <param name="newTony">obiekt gracza</param> public Robak(Texture2D newTexture, Vector2 newPosition,Tony newTony) : base(newTexture, newPosition) { oTony = newTony; }
/// <summary> /// Tworzy nowy obiekt typu Robak /// </summary> /// <param name="newTexture">textura dla Robaka</param> /// <param name="newPosition">now pozycja</param> /// <param name="newTony">obiekt gracza</param> public Robak(Texture2D newTexture, Vector2 newPosition, Tony newTony) : base(newTexture, newPosition) { oTony = newTony; }
/// <summary> /// Tworzy nowy obiekt typu Level /// </summary> /// <param name="graphics"></param> /// <param name="currpoint">Punkty od ktorych ma sie zaczac level</param> public Level( GraphicsDevice graphics, int currpoint) { bonus = new List<Bonus>(); enemy = new List<Robak>(); enemySuper = new List<SuperRobak>(); trap = new List<Trap>(); points = currpoint; // size = new Vector2(graphics.Viewport.Width, graphics.Viewport.Height ); map = new Map(); player = new Tony(Source.tony, Map.startPosition); countEnemy(); enemy.Add(new Robak(Source.robak, Map.endPosition, player)); enemyTimer.Tick += new EventHandler(AddEnemy); enemyTimer.Interval = 8000; enemyTimer.Start(); levelEnd = false; Tony.dead = false; }
/// <summary> /// Uaktualnia obiekty na mapie. /// </summary> /// <param name="gameTimer"></param> /// <param name="player">Obikt gracza</param> public void Update(GameTime gameTimer, ref Tony player) { //float x = Tony.position.X; Vector2 ob = new Vector2(player.position.X / 48, player.position.Y / 48); // map[(int)ob.X, (int)ob.Y].isEmpty = StateField.empty; if (map[(int)ob.X, (int)ob.Y].isEmpty == StateField.rubin) { numRubin--; Level.points += 30; if (numRubin == 0 && isdiamond == false) setDiamond(); } else if (map[(int)ob.X, (int)ob.Y].isEmpty == StateField.diamond) { Level.points += 100; clear = true; } if( map[(int)ob.X, (int)ob.Y].isEmpty != StateField.trap) map[(int)ob.X, (int)ob.Y].isEmpty = StateField.empty; }