Esempio n. 1
0
        public void ProcessLevel(Level level, LevelTracker tracker)
        {
            _levelTracker = tracker;

            for (int x = 0; x < level.Walls.GetLength(0); x++)
            {
                for (int y = 0; y < level.Walls.GetLength(1); y++)
                {
                    AddEntity(CreateEntity(EntityType.Floor, new Vector2Ref(x * level.TileWidth, y * level.TileHeight)));
                    #region Walls
                    if (level.Walls[x, y])
                    {
                        AddEntity(CreateEntity(EntityType.Wall, new Vector2Ref(x * level.TileWidth, y * level.TileHeight)));
                    }
                    #endregion

                    #region MapData
                    EntityType mapData = level.SpawnData[x, y];
                    if (mapData != EntityType.Nothing)
                    {
                        AddEntity(CreateEntity(mapData, new Vector2Ref(x * level.TileWidth + level.TileWidth / 2, y * level.TileHeight + level.TileHeight / 2)));
                    }
                    #endregion
                }
            }
            RegisterAllEntities();
            RegisterLevel(level);
        }
Esempio n. 2
0
 private void LoadLevel()
 {
     _gameTracker.Runs++;
     _levelGenerator.TotalEnemySpawnBudget = _levelGenerator.TotalEnemySpawnBudget + 50 * _gameTracker.Runs;
     _currentLevel        = _levelGenerator.GenerateLevel();
     _currentLevelTracker = new LevelTracker();
     _ecs.PurgeForNextLevel();
     _ecs.ProcessLevel(_currentLevel, _currentLevelTracker);
     _hero = _ecs.GetHero();
 }