public bool GenerateTerrain(WallManager wallManager, Texture2D wallAsset) { bool isFinished = false; switch (currentTerrain) { case (TerrainTypes.DefaultRandom): { isFinished = true; return(isFinished); } case (TerrainTypes.Zigzag): { //zigzag.GenerateZigzag(wallManager, wallAsset); isFinished = true; return(isFinished); } default: { return(isFinished); } //case (TerrainTypes.BigZigzag): // { // // do something // break; // } //case (TerrainTypes.GapIrregularity): // { // // do something // break; // } //case (TerrainTypes.Obstacle): // { // // do something // break; // } //case (TerrainTypes.Straightaway): // { // // do something // break; // } //case (TerrainTypes.AbruptTurn): // { // // do something // break; // } } }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here // Setting window size up graphics.PreferredBackBufferWidth = WindowWidth; graphics.PreferredBackBufferHeight = WindowHeight; graphics.ApplyChanges(); wallManager = WallManager.WallManagerInstance; generator = new Random(); currentColour = bgColourArray[generator.Next(bgColourArray.Length)]; this.IsMouseVisible = true; base.Initialize(); }