Esempio n. 1
0
        // Create level from full fragment
        // _ _
        //|   |
        //|_ _|
        private void levelFull(LevelFragment fullFragment, int x, int y)
        {
            //initialize separately from fragmented levels because making a full level is simpler
            pathfinding = new AStarPathfinding(GRID_SIZE, GRID_SIZE);
            xPos = x;
            yPos = y;
            alive = true;

            levelOverlayTexture = new Texture2D(RetroGame.graphicsDevice, TEX_SIZE, TEX_SIZE);
            Color[] data = new Color[TEX_SIZE * TEX_SIZE];
            fragmentGrid[0, 0] = fullFragment;   fragmentGrid[0, 1] = fullFragment;
            fragmentGrid[1, 0] = fullFragment;   fragmentGrid[1, 1] = fullFragment;

            grid = (LevelContent.LevelTile[,])fullFragment.grid.Clone();
            grid = new LevelContent.LevelTile[GRID_SIZE, GRID_SIZE];
            for (int i = 0; i < GRID_SIZE; i++)
                for (int j = 0; j < GRID_SIZE; j++)
                {
                    grid[i, j] = fullFragment.grid[i, j]; // cut off last row and column of fragment
                }

            collectableLocations = fullFragment.collectableLocations;
            enemyLocations = fullFragment.enemyLocations;
            prisonerLocations = fullFragment.prisonerLocations;
            powerupLocations = fullFragment.powerupLocations;

            finalizeLevel();
        }
Esempio n. 2
0
 // Every level creation does this
 private void initializeLevel(int x, int y)
 {
     pathfinding = new AStarPathfinding(GRID_SIZE, GRID_SIZE);
     xPos = x;
     yPos = y;
     alive = true;
     levelOverlayTexture = new Texture2D(RetroGame.graphicsDevice, TEX_SIZE, TEX_SIZE);
     collectableLocations = new List<int[]>();
     enemyLocations = new List<int[]>();
     prisonerLocations = new List<int[]>();
     powerupLocations = new List<int[]>();
 }