public override void MapLoaded(TeeEngine engine, TiledMap map, MapEventArgs mapEventArgs) { LightShader lightShader = (LightShader)engine.GetPostGameShader("LightShader"); lightShader.Enabled = false; Random random = new Random(); for (int i = 0; i < 50; i++) { int px = (int)Math.Ceiling(random.NextDouble() * engine.Map.pxWidth); int py = (int)Math.Ceiling(random.NextDouble() * engine.Map.pxHeight); Bat bat = new Bat(px, py); Coin coin = new Coin(px, py, 100, (CoinType)random.Next(3)); // Switch between adding bats and coins to the map. if (i % 2 == 0) { engine.AddEntity(bat); } else { engine.AddEntity(coin); } } base.MapLoaded(engine, map, mapEventArgs); }
public override void MapLoaded(TeeEngine engine, TiledMap map, MapEventArgs mapEventArgs) { LightShader lightShader = (LightShader)engine.GetPostGameShader("LightShader"); lightShader.Enabled = true; base.MapLoaded(engine, map, mapEventArgs); }