private void constructLevel(List<Vector2[]> vectorList) { SpawnPointEntity s = null; FinishLineEntity finish = null; TestWall w = null; Vector2[] v; // First, create the set of spawn points v = vectorList[0]; for (int i = 0; i < v.Length; i++) { s = new SpawnPointEntity(this, v[i]); spawnPoints.Add(s); } // Next, create the finish line (hack? but this whole system feels a lil hack atm) -Sherban v = vectorList[1]; finish = new FinishLineEntity(v[0], v[1], this); finish = new FinishLineEntity(v[1], v[0], this); // Next, create the set of walls for (int i = 2; i < vectorList.Count; i++ ) { v = vectorList[i]; w = new TestWall(this, v[0], v[1]); } }
public TestWallSprite(View context, TestWall tm) : base(context, tm, new Vector2(2, 1), 1, 10, "blacksquare") { }