public SuddenDeath(FinalBomber game, Point pos) { _gameRef = game; _hasStarted = false; _suddenDeathShadow = _gameRef.Content.Load <Texture2D>("Graphics/Sprites/suddenDeathShadow"); _suddenDeathWall = _gameRef.Content.Load <Texture2D>("Graphics/Sprites/edgeWall"); _currentPosition = pos; _previousPosition = Point.Zero; _timer = TimeSpan.Zero; _moveTime = TimeSpan.FromSeconds(GameConfiguration.SuddenDeathWallSpeed); _lookDirection = LookDirection.Right; _mapSize = Config.MapSize; //_mapSize = game.GamePlayScreen.World.Levels[game.GamePlayScreen.World.CurrentLevel].Size; _visited = new bool[_mapSize.X, _mapSize.Y]; for (int i = 0; i < _mapSize.X; i++) { _visited[i, 0] = true; _visited[i, _mapSize.Y - 1] = true; } for (int i = 0; i < _mapSize.Y; i++) { _visited[0, i] = true; _visited[_mapSize.X - 1, i] = true; } // Map moving _nextMapPosition = Vector2.Zero; }
public SuddenDeath(FinalBomber game, Point pos) { _gameRef = game; _hasStarted = false; _suddenDeathShadow = _gameRef.Content.Load<Texture2D>("Graphics/Sprites/suddenDeathShadow"); _suddenDeathWall = _gameRef.Content.Load<Texture2D>("Graphics/Sprites/edgeWall"); _currentPosition = pos; _previousPosition = Point.Zero; _timer = TimeSpan.Zero; _moveTime = TimeSpan.FromSeconds(GameConfiguration.SuddenDeathWallSpeed); _lookDirection = LookDirection.Right; _mapSize = Config.MapSize; //_mapSize = game.GamePlayScreen.World.Levels[game.GamePlayScreen.World.CurrentLevel].Size; _visited = new bool[_mapSize.X, _mapSize.Y]; for (int i = 0; i < _mapSize.X; i++) { _visited[i, 0] = true; _visited[i, _mapSize.Y - 1] = true; } for (int i = 0; i < _mapSize.Y; i++) { _visited[0, i] = true; _visited[_mapSize.X - 1, i] = true; } // Map moving _nextMapPosition = Vector2.Zero; }