public override void loadLevelObjects() { Gate theGate = new Gate(40 * 32, 3 * 32,1); Game1.miscObjects.Add(theGate); ButtonShadow shadow = new ButtonShadow(38 * 32, 6 * 32,theGate,true); Torch tempTor; tempTor = new Torch(36 * 32, 5 * 32, false); shadow.addTorchQueue(tempTor); Game1.miscObjects.Add(tempTor); shadow.addPressPoint(37, 5); tempTor = new Torch(41 * 32, 8 * 32, false); shadow.addTorchQueue(tempTor); Game1.miscObjects.Add(tempTor); shadow.addPressPoint(40, 8); tempTor = new Torch(36 * 32, 8 * 32, false); shadow.addTorchQueue(tempTor); Game1.miscObjects.Add(tempTor); shadow.addPressPoint(37, 8); tempTor = new Torch(41 * 32, 5 * 32, false); shadow.addTorchQueue(tempTor); Game1.miscObjects.Add(tempTor); shadow.addPressPoint(40, 5); //place torches and link them to shadow queue Game1.miscObjects.Add(shadow); //decor Game1.miscObjects.Add(new Torch(5 * 32, 12 * 32, true)); Game1.miscObjects.Add(new Torch(21 * 32, 5 * 32,true)); Game1.miscObjects.Add(new Torch(47 * 32, 6 * 32,true)); Game1.miscObjects.Add(new Torch(28 * 32, 12 * 32,true)); //next level levelTiles.Add(new LevelTile(40 * 32, 2 * 32, "blackBlock", "blackBlock", "marsh1Level", new Point(2 * 32, 35 * 32))); //previous level levelTiles.Add(new LevelTile(2 * 32, 9 * 32, "blackBlock", "blackBlock", "hubLevel", new Point(35 * 32, 20 * 32))); }
public override void loadLevelObjects() { Game1.creatures.Add(new Ghost(32 * 13, 32 * 3, new Point(1, 1), new Point(49 * 32, 51 * 32))); Game1.creatures.Add(new Ghost(32 * 33, 32 * 31, new Point(1, 1), new Point(49 * 32, 51 * 32))); Game1.creatures.Add(new Ghost(32 * 13, 32 * 43, new Point(1, 1), new Point(49 * 32, 51 * 32))); Gate theGate = new Gate(26 * 32, 17 * 32,1); Game1.miscObjects.Add(theGate); ButtonShadow shadow = new ButtonShadow(4 * 32, 33 * 32,theGate,true); shadow.addPressPoint(10, 24); shadow.addPressPoint(39, 35); shadow.addPressPoint(35, 22); shadow.addPressPoint(21, 17); shadow.addPressPoint(36, 45); shadow.addPressPoint(26, 19); //place torches and link them to shadow queue for (int i = 0; i < 6; i++) { Torch tempTor; if (i % 2 == 0) tempTor = new Torch((23 + i/2) * 32, 17 * 32,false); else tempTor = new Torch((29 - i/2) * 32, 17 * 32, false); shadow.addTorchQueue(tempTor); Game1.miscObjects.Add(tempTor); } Game1.miscObjects.Add(shadow); Game1.miscObjects.Add(new VineMoveBlock(31 * 32, 35 * 32)); //next level levelTiles.Add(new LevelTile(26 * 32, 4 * 32, "blackBlock", "blackBlock", "marsh2Level", new Point(10 * 32, 13 * 32))); //previous level //levelTiles.Add(new LevelTile(1 * 32, 33 * 32, "blackBlock", "blackBlock", "marshEnterLevel", new Point(40 * 32, 5 * 32))); }
public override void loadLevelObjects() { Game1.creatures.Add(new Ghost(32 * 13, 32 * 3, new Point(1, 1), new Point(49 * 32, 51 * 32))); Game1.creatures.Add(new Ghost(32 * 33, 32 * 31, new Point(1, 1), new Point(49 * 32, 51 * 32))); Game1.creatures.Add(new Ghost(32 * 13, 32 * 43, new Point(1, 1), new Point(49 * 32, 51 * 32))); Gate theGate = new Gate(26 * 32, 17 * 32, 1); Game1.miscObjects.Add(theGate); ButtonShadow shadow = new ButtonShadow(4 * 32, 33 * 32, theGate, true); shadow.addPressPoint(10, 24); shadow.addPressPoint(39, 35); shadow.addPressPoint(35, 22); shadow.addPressPoint(21, 17); shadow.addPressPoint(36, 45); shadow.addPressPoint(26, 19); //place torches and link them to shadow queue for (int i = 0; i < 6; i++) { Torch tempTor; if (i % 2 == 0) { tempTor = new Torch((23 + i / 2) * 32, 17 * 32, false); } else { tempTor = new Torch((29 - i / 2) * 32, 17 * 32, false); } shadow.addTorchQueue(tempTor); Game1.miscObjects.Add(tempTor); } Game1.miscObjects.Add(shadow); Game1.miscObjects.Add(new VineMoveBlock(31 * 32, 35 * 32)); //next level levelTiles.Add(new LevelTile(26 * 32, 4 * 32, "blackBlock", "blackBlock", "marsh2Level", new Point(10 * 32, 13 * 32))); //previous level //levelTiles.Add(new LevelTile(1 * 32, 33 * 32, "blackBlock", "blackBlock", "marshEnterLevel", new Point(40 * 32, 5 * 32))); }
public override void loadLevelObjects() { Gate theGate = new Gate(40 * 32, 3 * 32, 1); Game1.miscObjects.Add(theGate); ButtonShadow shadow = new ButtonShadow(38 * 32, 6 * 32, theGate, true); Torch tempTor; tempTor = new Torch(36 * 32, 5 * 32, false); shadow.addTorchQueue(tempTor); Game1.miscObjects.Add(tempTor); shadow.addPressPoint(37, 5); tempTor = new Torch(41 * 32, 8 * 32, false); shadow.addTorchQueue(tempTor); Game1.miscObjects.Add(tempTor); shadow.addPressPoint(40, 8); tempTor = new Torch(36 * 32, 8 * 32, false); shadow.addTorchQueue(tempTor); Game1.miscObjects.Add(tempTor); shadow.addPressPoint(37, 8); tempTor = new Torch(41 * 32, 5 * 32, false); shadow.addTorchQueue(tempTor); Game1.miscObjects.Add(tempTor); shadow.addPressPoint(40, 5); //place torches and link them to shadow queue Game1.miscObjects.Add(shadow); //decor Game1.miscObjects.Add(new Torch(5 * 32, 12 * 32, true)); Game1.miscObjects.Add(new Torch(21 * 32, 5 * 32, true)); Game1.miscObjects.Add(new Torch(47 * 32, 6 * 32, true)); Game1.miscObjects.Add(new Torch(28 * 32, 12 * 32, true)); //next level levelTiles.Add(new LevelTile(40 * 32, 2 * 32, "blackBlock", "blackBlock", "marsh1Level", new Point(2 * 32, 35 * 32))); //previous level levelTiles.Add(new LevelTile(2 * 32, 9 * 32, "blackBlock", "blackBlock", "hubLevel", new Point(35 * 32, 20 * 32))); }