// closes all extra threads when the window closes public void stopGame() { gEngine.stop(); Level1.stop(); }
public static void initLevel() { int gencycle = 4; int waterlevel = 6; int gencycleswitch = 1; Random Rnd = new Random(); int rnd; int rnd2; for (int x = 0; x < Game.LEVEL_WIDTH; x++) { rnd = Rnd.Next(-1, 3); if (gencycle <= 6) { gencycleswitch = 1; } if (gencycle >= 12) { gencycleswitch = 2; } if (gencycleswitch == 1) { gencycle += rnd; } else { gencycle -= rnd; } if (gencycle < 2) { gencycle = 2; } for (int y = 0; y < Game.LEVEL_HEIGHT; y++) { rnd2 = Rnd.Next(0, 10); if (y == Game.LEVEL_HEIGHT - gencycle) //Create Grass { if (x == Game.PlayerX) { Game.PlayerY = y - 1; } Game.GameGrid[x, y] = 1; } else if (y > Game.LEVEL_HEIGHT - gencycle) // Create Dirt { Game.GameGrid[x, y] = 5; } else { Game.GameGrid[x, y] = 0; // Create Air } if (y > Game.LEVEL_HEIGHT - (gencycle) && rnd2 == 5) // Create Gravel { Game.GameGrid[x, y] = 4; } else if (y > Game.LEVEL_HEIGHT - waterlevel && Game.GameGrid[x, y] == 0) // Create Water { Game.GameGrid[x, y] = 6; } if (y == Game.LEVEL_HEIGHT - 1) { Game.GameGrid[x, y] = 3; } if (y == 0) { Game.GameGrid[x, y] = 3; } if (x == Game.LEVEL_WIDTH - 1) { Game.GameGrid[x, y] = 3; } if (x == 0) { Game.GameGrid[x, y] = 3; } } } //Game.GameGrid[Game.PlayerX, Game.PlayerY] = 2; Level1.MainLoop(); /* * for (int x = 0; x < Game.LEVEL_WIDTH; x++) * { * for (int y = 0; y < Game.LEVEL_HEIGHT; y++) * { * if (y >= 11) * { * blocks[x, y] = TextureID.dirt; * } * else if (y == 9 && x == 10) * { * blocks[x, y] = TextureID.Player; * } * else if (y == 1 && x == 1) * { * blocks[x, y] = TextureID.dirt; * } * else if (y == 0 && x == 2) * { * blocks[x, y] = TextureID.dirt; * } * else if (y == 2 && x == 0) * { * blocks[x, y] = TextureID.dirt; * } * else * { * blocks[x, y] = TextureID.air; * } * } * } */ }