Wave[] _waves; //collection of all trickle waves and active burst wave #endregion Fields #region Constructors public Level(ContentManager content, int levelNumber, InventoryManager im) : base(content, false, "Level") { LevelData data = DataManager.GetData<LevelData>(String.Format(c_levelNameFormat, levelNumber)); _levelBounds = new Rectangle(0, 0, data.Width, data.Height); _player = new Spaceman(new Vector2(data.PlayerX, data.PlayerY)); _blackHole = new BlackHole(data.BlackHole); //store active burst wave as last tricklewave _waves = new Wave[data.TrickleWaves.Length + data.BurstWaves.Length]; _camera = new Camera2D(_player.Position, _levelBounds.Width, _levelBounds.Height); //construct waves for (int i = 0; i < data.TrickleWaves.Length; i++) { _waves[i] = new TrickleWave(data.TrickleWaves[i], _levelBounds); } for (int i = 0; i < data.BurstWaves.Length; i++) { BurstWave prevWave = (i == 0) ? null : (BurstWave)_waves[i + data.TrickleWaves.Length - 1]; _waves[i + data.TrickleWaves.Length] = new BurstWave(data.BurstWaves[i], _levelBounds, prevWave); } //Test code to set weapons 1-6 to created weapons im.setPrimaryGadget(new Gadget("Teleporter", this)); im.setSecondaryGadget(new Gadget("Stopwatch", this)); im.setSlot(1, new ThrowableWeapon("Cryonade", _player)); if (data.Unicorns == null) { _unicorns = new Unicorn[0]; } else { _unicorns = new Unicorn[data.Unicorns.Length]; for (int j = 0; j < data.Unicorns.Length; j++) { _unicorns[j] = new Unicorn(data.Unicorns[j]); } } _primaryGadget = im.getPrimaryGadget(); _secondaryGadget = im.getSecondaryGadget(); _inventoryManager = im; userInterface = new Hud(_player, _blackHole, _waves); _cursorTextureCenter = new Vector2(s_CursorTexture.Width / 2 , s_CursorTexture.Height / 2); selectRandomWeapons(); }