public Level(int levelNumber, InventoryManager im) : base(false) { LevelData data = DataLoader.LoadLevel(levelNumber); _levelBounds = new Rectangle(0, 0, data.Width, data.Height); _player = new Spaceman(data.PlayerStartLocation); _blackHole = data.BlackHole; _waves = new Wave[data.TrickleWaveData.Length + data.BurstWaveData.Length]; _camera = new Camera2D(_player.Position, _levelBounds.Width, _levelBounds.Height); //construct waves for (int i = 0; i < data.TrickleWaveData.Length; i++) { _waves[i] = new Wave(data.TrickleWaveData[i], true, _levelBounds); } for (int i = 0; i < data.BurstWaveData.Length; i++) { _waves[i + data.TrickleWaveData.Length] = new Wave(data.BurstWaveData[i], false, _levelBounds); } //Test code to set weapons 1-6 to created weapons im.setPrimaryWeapon(new ProjectileWeapon("Rocket", _player)); im.setSecondaryWeapon(new ThrowableWeapon("Cryonade", _player)); im.setPrimaryGadget(new Gadget("Teleporter", this)); im.setSlot(1, new ThrowableWeapon("Cryonade", _player)); //Set Weapon holders in level _primaryWeapon = im.getPrimaryWeapon(); _secondaryWeapon = im.getSecondaryWeapon(); _unicorns = new Unicorn[data.Unicorns.Length]; for (int j = 0; j < data.Unicorns.Length; j++) { _unicorns[j] = new Unicorn(data.Unicorns[j]); } _foodCarts = data.FoodCarts; _primaryGadget = im.getPrimaryGadget(); _inventoryManager = im; userInterface = new GUI(_player, _blackHole); }