private static GameLevel EmptyLevel() { int numObjects = System.Enum.GetNames(typeof(ObjectType)).Length; float[] scrollSpeeds = new float[numObjects]; SpawnTime[] spawnTimes = new SpawnTime[numObjects]; return(new GameLevel(scrollSpeeds, spawnTimes)); }
public static void InitLevels() { if (initialized) { return; } initialized = true; // Put all these here for ease of editing. Scroll speeds are easier to // edit so I left them in the invidiual level creation methods. characterSpawnTimes = new SpawnTime[numLevels]; obstacleSpawnTimes = new SpawnTime[numLevels]; powerSpawnTimes = new SpawnTime[numLevels]; characterSpawnTimes[0] = new SpawnTime(1f, 3f); characterSpawnTimes[1] = new SpawnTime(1f, 3f); characterSpawnTimes[2] = new SpawnTime(1f, 3f); characterSpawnTimes[3] = new SpawnTime(1f, 3f); characterSpawnTimes[4] = new SpawnTime(1f, 2.5f); obstacleSpawnTimes[0] = new SpawnTime(noSpawnTime, noSpawnTime); obstacleSpawnTimes[1] = new SpawnTime(3f, 6f); obstacleSpawnTimes[2] = new SpawnTime(2f, 5f); obstacleSpawnTimes[3] = new SpawnTime(1f, 4f); obstacleSpawnTimes[4] = new SpawnTime(0.5f, 3f); powerSpawnTimes[0] = new SpawnTime(noSpawnTime, noSpawnTime); powerSpawnTimes[1] = new SpawnTime(5f, 15f); powerSpawnTimes[2] = new SpawnTime(5f, 15f); powerSpawnTimes[3] = new SpawnTime(5f, 15f); powerSpawnTimes[4] = new SpawnTime(5f, 15f); levels = new GameLevel[numLevels]; levels [0] = Level0(); levels [1] = Level1(); levels [2] = Level2(); levels [3] = Level3(); levels [4] = Level3(); }