public void AddGameMap() { var longWallPrototype = new Wall(0, 0, 0, 0, 500, 100); var tallWallPrototype = new Wall(0, 0, 0, 0, 100, 500); var squareWallPrototype = new Wall(0, 0, 0, 0, 100, 100); const int numberOfWalls = 2; var random = new Random(); TerrainObjectCollection walls = new TerrainObjectCollection(); //var walls = new List<GameObject>(); for (var i = 0; i < numberOfWalls; i++) { Wall wall; switch (random.Next(1, 4)) { case 1: wall = squareWallPrototype.Clone(); break; case 2: wall = longWallPrototype.Clone(); break; case 3: wall = tallWallPrototype.Clone(); break; default: wall = squareWallPrototype.Clone(); break; } wall.State.X = random.Next(200, 500); wall.State.Y = random.Next(200, 500); /* * wall.State.X = 300; * wall.State.Y = 200;*/ walls[i] = wall; } _gameState.Map = new GameMap { TerrainObjects = walls }; }
public Iterator(TerrainObjectCollection collection) { this._collection = collection; }