public static LevelDef getTestLevel(GameScreen game) { LevelDef testLevel = new LevelDef(); int[] tileMap = new int[Map.rows * Map.columns] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 2, 0, 1, 1, 1, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 1, 1, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }; // Create the map int[] key = { 0, 1, 2, 3, 4 }; testLevel.levelMap = new Map(Game1.texCollection.testMap, key, tileMap); testLevel.enemyList = new List<Enemy>(); testLevel.enemyList.Add(new Enemy(EnemyDict.mouse, new Vector2(100, 100), testLevel.levelMap, game)); testLevel.enemyList.Add(new Enemy(EnemyDict.mouse, new Vector2(300, 250), testLevel.levelMap, game)); testLevel.enemyList.Add(new Enemy(EnemyDict.mouse, new Vector2(160, 160), testLevel.levelMap, game)); return testLevel; }
public static LevelDef getLevel(int levelnum, GameScreen game) { LevelDef level = new LevelDef(); int[] tileMap; int[] test_key = { 0, 1, 2, 3, 4 }; int[] factory_key = { 0, 1, 1, 0, 2, 3, 4, 1}; switch (levelnum) { case 1: tileMap = new int[Map.rows * Map.columns] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 2, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 3, 0, 0, 1, 0, 1, 0, 0, 4, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }; level.levelMap = new Map(Game1.texCollection.testMap, test_key, tileMap); level.enemyList = new List<Enemy>(); level.enemyList.Add(new Enemy(EnemyDict.mouse, new Vector2(3 * 32, 12 * 32), level.levelMap, game, Game1.Aspects.Red)); level.enemyList.Add(new Enemy(EnemyDict.mouse, new Vector2(22 * 32, 12 * 32), level.levelMap, game, Game1.Aspects.Green)); level.enemyList.Add(new Enemy(EnemyDict.mouse, new Vector2(13 * 32, 11 * 32), level.levelMap, game, Game1.Aspects.Blue)); break; case 2: tileMap = new int[Map.rows * Map.columns] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 4, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 4, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }; level.levelMap = new Map(Game1.texCollection.testMap, test_key, tileMap); level.enemyList = new List<Enemy>(); level.enemyList.Add(new Enemy(EnemyDict.mouse, new Vector2(5 * 32, 4 * 32), level.levelMap, game, Game1.Aspects.Red)); level.enemyList.Add(new Enemy(EnemyDict.mouse, new Vector2((Map.columns - 5) * 32, 4 * 32), level.levelMap, game, Game1.Aspects.Red)); level.enemyList.Add(new Enemy(EnemyDict.mouse, new Vector2(9 * 32, 8 * 32), level.levelMap, game, Game1.Aspects.Red)); level.enemyList.Add(new Enemy(EnemyDict.mouse, new Vector2((Map.columns - 9) * 32, 8 * 32), level.levelMap, game, Game1.Aspects.Red)); level.enemyList.Add(new Enemy(EnemyDict.smartmouse, new Vector2((Map.columns / 2) * 32, (Map.rows - 3) * 32), level.levelMap, game, Game1.Aspects.Red)); break; case 3: tileMap = new int[Map.rows * Map.columns] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 4, 0, 0, 1, 1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 4, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }; level.levelMap = new Map(Game1.texCollection.testMap, test_key, tileMap); level.enemyList = new List<Enemy>(); level.enemyList.Add(new Enemy(EnemyDict.bird, new Vector2(5 * 32, 10 * 32), level.levelMap, game)); level.enemyList.Add(new Enemy(EnemyDict.bird, new Vector2(6 * 32, 12 * 32), level.levelMap, game)); level.enemyList.Add(new Enemy(EnemyDict.bird, new Vector2(19 * 32, 13 * 32), level.levelMap, game)); level.enemyList.Add(new Enemy(EnemyDict.bird, new Vector2(2 * 32, 2 * 32), level.levelMap, game)); level.enemyList.Add(new Enemy(EnemyDict.bird, new Vector2((Map.columns/2) * 32, 4 * 32), level.levelMap, game)); break; case 4: tileMap = new int[Map.rows * Map.columns] { 7, 7, 7, 7, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 7, 7, 7, 7, 7, 7, 1, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 7, 7, 7, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 3, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 7, 7, 1, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 1, 7, 1, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 4, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 4, 3, 4, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 4, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 1, 7, 1, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 1, 7, 7, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 3, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 7, 7, 7, 1, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 7, 7, 7, 7, 7, 7, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 7, 7, 7, 7 }; level.levelMap = new Map(Game1.texCollection.factoryMap, factory_key, tileMap); level.enemyList = new List<Enemy>(); level.enemyList.Add(new Enemy(EnemyDict.smartmouse, new Vector2((Map.columns / 2) * 32 + 16, (Map.rows - 2) * 32 - 16), level.levelMap, game, Game1.Aspects.Red)); level.enemyList.Add(new Enemy(EnemyDict.smartmouse, new Vector2((Map.columns / 2) * 32 + 16, (2) * 32 - 16), level.levelMap, game, Game1.Aspects.Green)); level.enemyList.Add(new Enemy(EnemyDict.smartmouse, new Vector2((2) * 32 - 16, (Map.rows / 2) * 32 + 16), level.levelMap, game, Game1.Aspects.Red)); level.enemyList.Add(new Enemy(EnemyDict.smartmouse, new Vector2((Map.columns - 2) * 32 - 16, (Map.rows / 2) * 32 + 16), level.levelMap, game, Game1.Aspects.Green)); break; case 5: tileMap = new int[Map.rows * Map.columns] { 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 1, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 1, 0, 1, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 1, 0, 0, 0, 1, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 1, 0, 0, 0, 0, 0, 1, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 1, 0, 0, 0, 0, 0, 0, 0, 1, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 1, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 1, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 1, 0, 0, 0, 0, 0, 4, 0, 6, 0, 0, 0, 0, 0, 1, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 1, 0, 0, 0, 0, 0, 5, 0, 0, 0, 0, 0, 1, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 1, 0, 0, 0, 0, 0, 0, 0, 1, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 1, 0, 0, 0, 0, 0, 1, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 1, 0, 0, 0, 1, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 1, 0, 1, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 1, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7 }; level.levelMap = new Map(Game1.texCollection.factoryMap, factory_key, tileMap); level.enemyList = new List<Enemy>(); level.enemyList.Add(new Enemy(EnemyDict.smartmouse, new Vector2((Map.columns / 2)*32 + 16, (Map.rows - 1)*32 - 16), level.levelMap, game, Game1.Aspects.Red)); level.enemyList.Add(new Enemy(EnemyDict.smartmouse, new Vector2((18) * 32 + 16, (8) * 32 - 16), level.levelMap, game, Game1.Aspects.Blue)); level.enemyList.Add(new Enemy(EnemyDict.smartmouse, new Vector2((6) * 32 + 16, (8) * 32 - 16), level.levelMap, game, Game1.Aspects.Green)); break; case 6: tileMap = new int[Map.rows * Map.columns] { 7, 7, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 7, 7, 7, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 7, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 0, 1, 1, 0, 0, 0, 4, 0, 6, 0, 5, 0, 3, 0, 3, 0, 3, 0, 5, 0, 6, 0, 4, 0, 0, 0, 1, 1, 0, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 0, 1, 1, 0, 0, 0, 6, 0, 5, 0, 4, 0, 3, 0, 3, 0, 3, 0, 6, 0, 4, 0, 5, 0, 0, 0, 1, 1, 0, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 0, 1, 1, 0, 0, 0, 5, 0, 4, 0, 6, 0, 3, 0, 3, 0, 3, 0, 4, 0, 5, 0, 6, 0, 0, 0, 1, 1, 0, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 0, 1, 1, 0, 0, 0, 4, 0, 6, 0, 5, 0, 3, 0, 3, 0, 3, 0, 5, 0, 6, 0, 4, 0, 0, 0, 1, 1, 0, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 7, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 7, 7, 7, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 7, 7 }; level.levelMap = new Map(Game1.texCollection.factoryMap, factory_key, tileMap); level.enemyList = new List<Enemy>(); level.enemyList.Add(new Enemy(EnemyDict.bird, new Vector2(5 * 32 - 8, 4 * 32 + 8), level.levelMap, game)); level.enemyList.Add(new Enemy(EnemyDict.bird, new Vector2(5 * 32 - 8, 6 * 32 + 8), level.levelMap, game)); level.enemyList.Add(new Enemy(EnemyDict.bird, new Vector2(5 * 32 - 8, 8 * 32 + 8), level.levelMap, game)); level.enemyList.Add(new Enemy(EnemyDict.bird, new Vector2(5 * 32 - 8, 10 * 32 + 8), level.levelMap, game)); level.enemyList.Add(new Enemy(EnemyDict.bird, new Vector2((Map. columns - 5) * 32 - 8, 4 * 32 + 8), level.levelMap, game)); level.enemyList.Add(new Enemy(EnemyDict.bird, new Vector2((Map.columns - 5) * 32 - 8, 6 * 32 + 8), level.levelMap, game)); level.enemyList.Add(new Enemy(EnemyDict.bird, new Vector2((Map.columns - 5) * 32 - 8, 8 * 32 + 8), level.levelMap, game)); level.enemyList.Add(new Enemy(EnemyDict.bird, new Vector2((Map.columns - 5) * 32 - 8, 10 * 32 + 8), level.levelMap, game)); break; case 7: tileMap = new int[Map.rows * Map.columns] { 1, 2, 2, 2, 1, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 1, 2, 2, 2, 1, 1, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 0, 0, 0, 1, 1, 0, 5, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 6, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 2, 1, 0, 1, 2, 0, 0, 0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0, 0, 0, 2, 1, 0, 1, 2, 7, 1, 0, 2, 0, 0, 1, 0, 0, 0, 0, 1, 3, 1, 0, 0, 0, 0, 1, 0, 0, 2, 0, 1, 7, 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 2, 0, 2, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 2, 2, 2, 1, 0, 0, 0, 1, 2, 2, 2, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 4, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0, 0, 0, 1, 2, 7, 2, 2, 2, 2, 2, 2, 2, 2, 7, 2, 2, 2, 2, 2, 7, 2, 2, 2, 2, 2, 2, 2, 2, 7 }; level.levelMap = new Map(Game1.texCollection.spaceMap, factory_key, tileMap); level.enemyList = new List<Enemy>(); level.enemyList.Add(new Enemy(EnemyDict.bird, new Vector2(3 * 32, 10 * 32), level.levelMap, game, Game1.Aspects.Blue)); level.enemyList.Add(new Enemy(EnemyDict.bird, new Vector2((Map.columns - 4) * 32, 10 * 32), level.levelMap, game, Game1.Aspects.Blue)); level.enemyList.Add(new Enemy(EnemyDict.bird, new Vector2((Map.columns - 10) * 32, 10 * 32), level.levelMap, game)); level.enemyList.Add(new Enemy(EnemyDict.smartmouse, new Vector2(7 * 32, 3 * 32), level.levelMap, game, Game1.Aspects.Red)); level.enemyList.Add(new Enemy(EnemyDict.smartmouse, new Vector2(19 * 32, 3 * 32), level.levelMap, game, Game1.Aspects.Green)); break; case 8: tileMap = new int[Map.rows * Map.columns] { 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 1, 2, 1, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 1, 2, 1, 7, 7, 7, 7, 7, 7, 7, 7, 1, 6, 1, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 1, 6, 1, 7, 7, 7, 7, 7, 7, 7, 7, 2, 2, 2, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 2, 2, 2, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 1, 2, 2, 2, 1, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 1, 0, 0, 0, 1, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 1, 0, 3, 0, 1, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 1, 2, 2, 2, 2, 1, 2, 2, 2, 1, 0, 0, 0, 1, 2, 2, 2, 1, 2, 2, 2, 2, 1, 7, 7, 1, 0, 0, 0, 0, 2, 0, 0, 0, 2, 5, 2, 6, 2, 0, 0, 0, 2, 0, 0, 0, 0, 1, 7, 7, 2, 1, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 1, 2, 7, 7, 7, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 7, 7, 7, 7, 7, 2, 2, 2, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 2, 2, 1, 0, 0, 0, 0, 0, 1, 2, 2, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 2, 2, 2, 2, 2, 2, 2, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7 }; level.levelMap = new Map(Game1.texCollection.spaceMap, factory_key, tileMap); level.enemyList = new List<Enemy>(); level.enemyList.Add(new Enemy(EnemyDict.dog, new Vector2(4 * 32, 9 * 32), level.levelMap, game)); level.enemyList.Add(new Enemy(EnemyDict.dog, new Vector2((Map.columns -5) * 32, 9 * 32), level.levelMap, game)); break; case 9: tileMap = new int[Map.rows * Map.columns] { 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 2, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 1, 2, 2, 2, 2, 2, 2, 2, 7, 7, 1, 0, 1, 7, 7, 2, 2, 2, 2, 2, 2, 2, 1, 7, 7, 1, 0, 0, 0, 0, 0, 0, 0, 2, 7, 2, 0, 2, 7, 2, 0, 0, 0, 0, 0, 0, 0, 1, 7, 7, 1, 0, 6, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 5, 0, 1, 7, 7, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 7, 7, 1, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 1, 7, 7, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 7, 7, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 7, 7, 7, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 7, 7, 7, 7, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 7, 7, 7, 1, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 1, 7, 7, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 7, 1, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 7, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 7, 7, 7, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }; level.levelMap = new Map(Game1.texCollection.spaceMap, factory_key, tileMap); level.enemyList = new List<Enemy>(); level.enemyList.Add(new Enemy(EnemyDict.dog, new Vector2((Map.columns /2) * 32 + 16, 2 * 32), level.levelMap, game, Game1.Aspects.Red)); level.enemyList.Add(new Enemy(EnemyDict.bird, new Vector2((Map.columns - 4) * 32 + 16, (Map.rows -2) * 32), level.levelMap, game, Game1.Aspects.Red)); level.enemyList.Add(new Enemy(EnemyDict.bird, new Vector2((4) * 32 + 16, (Map.rows - 2) * 32), level.levelMap, game, Game1.Aspects.Green)); level.enemyList.Add(new Enemy(EnemyDict.bird, new Vector2((5) * 32, 3 * 32), level.levelMap, game, Game1.Aspects.Red)); level.enemyList.Add(new Enemy(EnemyDict.bird, new Vector2((Map.columns - 5) * 32, 3 * 32), level.levelMap, game, Game1.Aspects.Green)); break; default: tileMap = new int[Map.rows * Map.columns] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }; level.levelMap = new Map(Game1.texCollection.testMap, test_key, tileMap); level.enemyList = new List<Enemy>(); level.enemyList.Add(new Enemy(EnemyDict.mouse, new Vector2(3 * 32, 12 * 32), level.levelMap, game, Game1.Aspects.Red)); level.enemyList.Add(new Enemy(EnemyDict.mouse, new Vector2(22 * 32, 12 * 32), level.levelMap, game, Game1.Aspects.Green)); level.enemyList.Add(new Enemy(EnemyDict.mouse, new Vector2(13 * 32, 11 * 32), level.levelMap, game, Game1.Aspects.Blue)); break; } return level; }