コード例 #1
0
 public EventTrigger(Level level, LightningChain lightningChain)
 {
     this.eventLightning = lightningChain;
 }
コード例 #2
0
ファイル: GSPlay.cs プロジェクト: jacobnelson/WorldsApart
 public LightningChain AddLightning(Vector2 start, Vector2 end, Color color)
 {
     LightningChain l = new LightningChain(start, end, color);
     lightningList.Add(l);
     return l;
 }
コード例 #3
0
ファイル: Level2.cs プロジェクト: jacobnelson/WorldsApart
        public Level2(GSPlay gsPlay)
            : base(gsPlay)
        {
            levelDataTexture = gsPlay.LoadTexture("Levels/level2Data");

            player1Pos = GridToPosition(26, 85);
            player2Pos = GridToPosition(22, 85);

            //player1Pos = GridToPosition(339, 52);
            //player2Pos = player1Pos;

            portalPos = GridToPosition(457, 67);
            pItemPos = GridToPosition(241, 79);

            renderCollision = false;

            SetupLevel();

            Vector2 bgPosition = new Vector2(-400, -350);
            for (int x = 0; x < 3; x++)
            {
                SpriteIMG bg1 = new SpriteIMG(gsPlay.LoadTexture("BGs/forestBackdropBase1"), bgPosition);
                bg1.SetPlayerMode(PlayerObjectMode.One);
                gsPlay.AddParallax(bg1, .1f);
                SpriteIMG bg2 = new SpriteIMG(gsPlay.LoadTexture("BGs/forestBackdropBase2"), bgPosition);
                bg2.SetPlayerMode(PlayerObjectMode.Two);
                gsPlay.AddParallax(bg2, .1f);

                bgPosition.X += 1024;
            }

            bgPosition = new Vector2(-300, -200);
            for (int x = 0; x < 4; x++)
            {
                SpriteIMG bg1 = new SpriteIMG(gsPlay.LoadTexture("BGs/forestBackdropOverlay1"), bgPosition);
                bg1.SetPlayerMode(PlayerObjectMode.One);
                gsPlay.AddParallax(bg1, .2f);
                SpriteIMG bg2 = new SpriteIMG(gsPlay.LoadTexture("BGs/forestBackdropOverlay2"), bgPosition);
                bg2.SetPlayerMode(PlayerObjectMode.Two);
                gsPlay.AddParallax(bg2, .2f);

                bgPosition.X += 1024;
            }

            bgPosition = new Vector2(-300, -300);
            for (int x = 0; x < 8; x++)
            {
                for (int y = 0; y < 2; y++)
                {
                    SpriteIMG bg1 = new SpriteIMG(gsPlay.LoadTexture("BGs/forestMatte1"), bgPosition);
                    bg1.SetPlayerMode(PlayerObjectMode.One);
                    gsPlay.AddParallax(bg1, .5f);
                    SpriteIMG bg2 = new SpriteIMG(gsPlay.LoadTexture("BGs/forestMatte2"), bgPosition);
                    bg2.SetPlayerMode(PlayerObjectMode.Two);
                    gsPlay.AddParallax(bg2, .5f);

                    bgPosition.Y += 1024;
                }

                bgPosition.Y = -300;
                bgPosition.X += 1024;
            }

            gsPlay.AddBGWarmGear(gsPlay.LoadTexture("GameObjects/gearWarm1"), GridToCenterPosition(239, 76), .75f, .02f, 1);
            gsPlay.AddBGCoolGear(gsPlay.LoadTexture("GameObjects/gearCool1"), GridToCenterPosition(239, 76), .75f, .02f, 1);
            gsPlay.AddBGWarmGear(gsPlay.LoadTexture("GameObjects/gearWarm2"), GridToCenterPosition(242, 80), .5f, -.03f, 1);
            gsPlay.AddBGCoolGear(gsPlay.LoadTexture("GameObjects/gearCool2"), GridToCenterPosition(242, 80), .5f, -.03f, 1);

            for (int x = 1; x <= 16; x++)
            {
                for (int y = 1; y <= 4; y++)
                {
                    string fgName = "LevelTiles/Forest/forestCoolFG" + x + "x" + y;
                    if (File.Exists("Content/" + fgName + ".xnb"))
                    {
                        SpriteIMG fg = gsPlay.AddFrontFGTile(gsPlay.LoadTexture(fgName), new Vector2(1024 * (x - 1), 1024 * (y - 1)));
                        fg.origin = Vector2.Zero;
                        fg.SetPlayerMode(PlayerObjectMode.Two);
                    }

                    string bgName = "LevelTiles/Forest/forestCoolBG" + x + "x" + y;
                    if (File.Exists("Content/" + bgName + ".xnb"))
                    {
                        SpriteIMG bg = gsPlay.AddBackFGTile(gsPlay.LoadTexture(bgName), new Vector2(1024 * (x - 1), 1024 * (y - 1)));
                        bg.origin = Vector2.Zero;
                        bg.SetPlayerMode(PlayerObjectMode.Two);
                    }

                }
            }

            for (int x = 1; x <= 16; x++)
            {
                for (int y = 1; y <= 4; y++)
                {
                    string fgName = "LevelTiles/Forest/forestWarmFG" + x + "x" + y;
                    if (File.Exists("Content/" + fgName + ".xnb"))
                    {
                        SpriteIMG fg = gsPlay.AddFrontFGTile(gsPlay.LoadTexture(fgName), new Vector2(1024 * (x - 1), 1024 * (y - 1)));
                        fg.origin = Vector2.Zero;
                        fg.SetPlayerMode(PlayerObjectMode.One);

                    }

                    string bgName = "LevelTiles/Forest/forestWarmBG" + x + "x" + y;
                    if (File.Exists("Content/" + bgName + ".xnb"))
                    {
                        SpriteIMG bg = gsPlay.AddBackFGTile(gsPlay.LoadTexture(bgName), new Vector2(1024 * (x - 1), 1024 * (y - 1)));
                        bg.origin = Vector2.Zero;
                        bg.SetPlayerMode(PlayerObjectMode.One);
                    }

                }
            }

            rightLimit = levelWidth;

            Sprite cameraTarget = new Sprite(GridToPosition(137, 86));
            gsPlay.cameraPlayer1.AddTarget(cameraTarget);
            gsPlay.cameraPlayer2.AddTarget(cameraTarget);

            cameraTarget = new Sprite(GridToPosition(201, 83));
            gsPlay.cameraPlayer1.AddTarget(cameraTarget);
            gsPlay.cameraPlayer2.AddTarget(cameraTarget);

            atmosphereLight = new Color(150, 150, 150);

            //puzzle 1
            Door d1 = gsPlay.AddFrontFadingDoor(gsPlay.LoadTexture("TestSprites/forestDoorMidWarm"), GridToPosition(new Point(101, 87)), OpenState.Closed, new Vector2(3, -20), new Vector2(128));
            d1.SetPlayerMode(PlayerObjectMode.One);
            Button bb1 = gsPlay.AddButton(new EventTrigger(this, d1), 1, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(new Point(105, 81)));
            gsPlay.AddBouncyBall(.5f, gsPlay.LoadTexture("TestSprites/pickUp"), GridToPosition(new Point(137, 46))).selfIlluminating = true;
            LightningChain lc1 = gsPlay.AddLightning(GridToPosition(new Point(105, 81)), GridToPosition(101, 81), Color.Green);
            lc1.AddVertex(d1.position + new Vector2(0,-64));
            bb1.AddEvent(new EventTrigger(this, lc1));
            lc1.defaultActive = true;
            lc1.SetActive(true);

            //puzzle 2

            //puzzle 3
            MovingPlatform p11 = gsPlay.AddReversePlatform(Art.platform, Level.GridToPosition(new Point(201, 84)), Level.GridToPosition(new Point(201, 84)));
            p11.SetPlayerMode(PlayerObjectMode.One);
            MovingPlatform p12 = gsPlay.AddReversePlatform(Art.platform, Level.GridToPosition(new Point(201, 90)), Level.GridToPosition(new Point(201, 84)));
            FlipSwitch ss1 = gsPlay.AddSwitch(new EventTrigger(this, p12), gsPlay.LoadTexture("TestSprites/switch"), GridToPosition(new Point(212, 81)));
            LightningChain lc2 = gsPlay.AddLightning(ss1.position, GridToPosition(212, 90), Color.Green);
            lc2.AddVertex(GridToPosition(201, 90));
            lc2.AddVertex(p12.position);
            lc2.ConvertEndPointToTarget(p12);
            ss1.AddEvent(new EventTrigger(this, lc2));

            //Moveable m1 = gsPlay.AddMoveable(gsPlay.LoadTexture("TestSprites/moveable"), Level.GridToPosition(new Point(211, 81)), .8f);
            //Moveable m2 = gsPlay.AddMoveable(gsPlay.LoadTexture("TestSprites/moveable"), Level.GridToPosition(new Point(201, 84)), .8f);
            //m2.SetPlayerMode(PlayerObjectMode.One);

            //puzzle 4
            Door d2 = gsPlay.AddFrontFadingDoor(gsPlay.LoadTexture("TestSprites/forestDoorLargeWarm"), GridToPosition(new Point(241, 84)), OpenState.Closed, new Vector2(1,-39), new Vector2(192, 128));
            gsPlay.frontFGList.Add(d2.AddCoolTile(gsPlay.LoadTexture("TestSprites/forestDoorLargeCool")));
            Button bb2 = gsPlay.AddButton(new EventTrigger(this, d2), 2, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(new Point(236, 77)));
            gsPlay.AddBouncyBall(.5f, gsPlay.LoadTexture("TestSprites/pickUp"), GridToPosition(new Point(226, 49))).selfIlluminating = true;
            gsPlay.AddBouncyBall(.5f, gsPlay.LoadTexture("TestSprites/pickUp"), GridToPosition(new Point(238, 55))).selfIlluminating = true;
            LightningChain lc3 = gsPlay.AddLightning(bb2.position, GridToCenterPosition(238, 77) + new Vector2(0, -16), Color.Green);
            lc3.AddVertex(GridToCenterPosition(238, 81));
            lc3.AddVertex(GridToCenterPosition(241, 81) + new Vector2(-16, 0));
            lc3.AddVertex(GridToCenterPosition(241, 81) + new Vector2(-16, 16));
            bb2.AddEvent(new EventTrigger(this, lc3));
            lc3.defaultActive = true;
            lc3.SetActive(true);

            //puzzle 5
            Moveable m3 = gsPlay.AddMoveable(gsPlay.LoadTexture("TestSprites/moveable"), Level.GridToPosition(new Point(261, 85)), .8f);
            m3.SetPlayerMode(PlayerObjectMode.Two);
            Moveable m4 = gsPlay.AddMoveable(gsPlay.LoadTexture("TestSprites/moveable"), Level.GridToPosition(new Point(282, 76)), .8f);

            doubleButtonDoor = gsPlay.AddFrontFadingDoor(gsPlay.LoadTexture("TestSprites/forestDoorMidWarm"), GridToPosition(new Point(315, 78)), OpenState.Closed, new Vector2(3, -20), new Vector2(128));
            gsPlay.frontFGList.Add(doubleButtonDoor.AddCoolTile(gsPlay.LoadTexture("TestSprites/forestDoorMidCool")));

            Button bb3 = gsPlay.AddButton(new EventTrigger(this, 77), 1, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(new Point(308, 80)));
            Button bb4 = gsPlay.AddButton(new EventTrigger(this, 78), 1, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(new Point(321, 80)));
            bb3.SetPlayerMode(PlayerObjectMode.One);
            bb4.SetPlayerMode(PlayerObjectMode.Two);

            LightningChain lc4 = gsPlay.AddLightning(GridToPosition(new Point(308, 80)), GridToPosition(new Point(315, 82)), Color.Yellow);
            bb3.AddEvent(new EventTrigger(this, lc4));
            lc4.defaultActive = true;
            lc4.SetActive(true);

            LightningChain lc5 = gsPlay.AddLightning(GridToPosition(new Point(321, 80)), GridToPosition(new Point(315, 82)), Color.Blue);
            bb4.AddEvent(new EventTrigger(this, lc5));
            lc5.defaultActive = true;
            lc5.SetActive(true);

            lc6 = gsPlay.AddLightning(GridToPosition(315, 82), GridToPosition(315, 80), Color.Green);
            lc6.SetActive(true);

            //secret puzzle
            MovingPlatform p4 = gsPlay.AddPlatform(Art.platform, Level.GridToPosition(new Point(259, 63)), Level.GridToPosition(new Point(278, 63)));

            //red platforms
            MovingPlatform p5 = gsPlay.AddPlatform(Art.platform, Level.GridToPosition(new Point(272, 50)), Level.GridToPosition(new Point(272, 59)));
            p5.SetPlayerMode(PlayerObjectMode.One);
            MovingPlatform p6 = gsPlay.AddPlatform(Art.platform, Level.GridToPosition(new Point(278, 48)), Level.GridToPosition(new Point(289, 48)));
            p6.SetPlayerMode(PlayerObjectMode.One);
            MovingPlatform p7 = gsPlay.AddPlatform(Art.platform, Level.GridToPosition(new Point(304, 38)), Level.GridToPosition(new Point(297, 45)));
            p7.SetPlayerMode(PlayerObjectMode.One);

            //blue platforms
            MovingPlatform p8 = gsPlay.AddPlatform(Art.platform, Level.GridToPosition(new Point(284, 50)), Level.GridToPosition(new Point(284, 59)));
            p8.SetPlayerMode(PlayerObjectMode.Two);
            MovingPlatform p9 = gsPlay.AddPlatform(Art.platform, Level.GridToPosition(new Point(278, 48)), Level.GridToPosition(new Point(267, 48)));
            p9.SetPlayerMode(PlayerObjectMode.Two);
            MovingPlatform p10 = gsPlay.AddPlatform(Art.platform, Level.GridToPosition(new Point(252, 38)), Level.GridToPosition(new Point(259, 45)));
            p10.SetPlayerMode(PlayerObjectMode.Two);

            gsPlay.AddBouncyBall(.5f, gsPlay.LoadTexture("TestSprites/pickUp"), GridToPosition(new Point(245, 32))).selfIlluminating = true;
            gsPlay.AddBouncyBall(.5f, gsPlay.LoadTexture("TestSprites/pickUp"), GridToPosition(new Point(312, 32))).selfIlluminating = true;

            Door d5 = gsPlay.AddFrontFadingDoor(gsPlay.LoadTexture("TestSprites/forestDoorRight"), GridToPosition(new Point(243, 79)) + new Vector2(16,0), OpenState.Closed, new Vector2(-2,10), new Vector2(32, 128));
            gsPlay.frontFGList.Add(d5.AddCoolTile(gsPlay.LoadTexture("TestSprites/forestDoorRightCool")));
            Button bb6 = gsPlay.AddButton(new EventTrigger(this, d5), 2, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(new Point(278, 39)));
            LightningChain lc7 = gsPlay.AddLightning(bb6.position, bb6.position + new Vector2(0, 16), Color.Red);
            lc7.AddVertex(GridToCenterPosition(243, 39));
            lc7.AddVertex(GridToCenterPosition(243, 76) + new Vector2(0, 16));
            bb6.AddEvent(new EventTrigger(this, lc7));
            lc7.defaultActive = true;
            lc7.SetActive(true);

            //6
            //Door d6 = gsPlay.AddFadingDoor(Art.door, GridToPosition(new Point(342, 52)) + new Vector2(-16, 0), OpenState.Closed);
            //gsPlay.AddButton(new EventTrigger(this, d6), 1, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(new Point(97, 10)));
            //Door d7 = gsPlay.AddFadingDoor(Art.door, GridToPosition(new Point(337, 34)) + new Vector2(-16, 0), OpenState.Closed);
               // d7.SetPlayerMode(PlayerObjectMode.One);
            //Button b2 = gsPlay.AddButton(new EventTrigger(this, d7), 1, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(new Point(339, 55)));
            //b2.SetPlayerMode(PlayerObjectMode.Two);

            //blockers
            //Door d9 = gsPlay.AddFadingDoor(Art.door, GridToPosition(new Point(337, 52)) + new Vector2(-16, 0), OpenState.Closed);
            //d9.SetPlayerMode(PlayerObjectMode.Two);
            //Door d8 = gsPlay.AddFadingDoor(Art.door, GridToPosition(new Point(342, 52)) + new Vector2(-16, 0), OpenState.Closed);
            //d8.SetPlayerMode(PlayerObjectMode.One);
            //or gate

            //MovingPlatform p13 = gsPlay.AddReversePlatform(Art.platform, Level.GridToPosition(new Point(96, 10)), Level.GridToPosition(new Point(96, 12)));
            //Button b1 = gsPlay.AddButton(new EventTrigger(this, p13), 1, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(new Point(339, 55)));
            //b1.SetPlayerMode(PlayerObjectMode.One);
            //MovingPlatform p14 = gsPlay.AddReversePlatform(Art.platform, Level.GridToPosition(new Point(99, 10)), Level.GridToPosition(new Point(99, 12)));
            //gsPlay.AddButton(new EventTrigger(this, p14), 1, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(new Point(339, 44)));
            gsPlay.AddBouncyBall(.5f, gsPlay.LoadTexture("TestSprites/pickUp"), GridToPosition(new Point(97, 9))).selfIlluminating = true;
            gsPlay.AddBouncyBall(.5f, gsPlay.LoadTexture("TestSprites/pickUp"), GridToPosition(new Point(98, 9))).selfIlluminating = true;

            //part2
            Door d10 = gsPlay.AddFrontFadingDoor(gsPlay.LoadTexture("TestSprites/forestDoorLeft"), GridToPosition(new Point(362, 74)) + new Vector2(-16, 0), OpenState.Closed, new Vector2(4,10), new Vector2(32, 128));
            d10.SetPlayerMode(PlayerObjectMode.One);
            Door d11 = gsPlay.AddFrontFadingDoor(gsPlay.LoadTexture("TestSprites/forestDoorLeftCool"), GridToPosition(new Point(362, 27)) + new Vector2(-16, 0), OpenState.Closed, new Vector2(4, 10), new Vector2(32, 128));
            d11.SetPlayerMode(PlayerObjectMode.Two);

            //64 40

            Door d14 = gsPlay.AddFrontFadingDoor(gsPlay.LoadTexture("TestSprites/forestDoorRightCool"), GridToPosition(new Point(367, 27)) + new Vector2(-16, 0), OpenState.Closed, new Vector2(-2, 10), new Vector2(32, 128));
            d14.SetPlayerMode(PlayerObjectMode.Two);
            //NEEDS TO BE TIMED!!!
            FlipSwitch s1 = gsPlay.AddOnSwitch(new EventTrigger(this, d14), gsPlay.LoadTexture("TestSprites/switch"), GridToPosition(new Point(364, 40)));
            s1.SetPlayerMode(PlayerObjectMode.One);
            LightningChain lc8 = gsPlay.AddLightning(s1.position, GridToPosition(367, 40) + new Vector2(-16, 0), Color.Yellow);
            lc8.AddVertex(d14.position + new Vector2(0, 64));
            s1.AddEvent(new EventTrigger(this, lc8));
            lc8.defaultActive = true;
            lc8.SetActive(true);

            Door d15 = gsPlay.AddFrontFadingDoor(gsPlay.LoadTexture("TestSprites/forestDoorRight"), GridToPosition(new Point(367, 74)) + new Vector2(-16, 0), OpenState.Closed, new Vector2(-2, 10), new Vector2(32, 128));
            d15.SetPlayerMode(PlayerObjectMode.One);
            //NEEDS TO BE TIMED!!!
            FlipSwitch s2 = gsPlay.AddOnSwitch(new EventTrigger(this, d15), gsPlay.LoadTexture("TestSprites/switch"), GridToPosition(new Point(364, 65)));
            s2.SetPlayerMode(PlayerObjectMode.Two);
            LightningChain lc9 = gsPlay.AddLightning(s2.position, GridToPosition(367, 65) + new Vector2(-16, 0), Color.Blue);
            lc9.AddVertex(d15.position + new Vector2(0, -64));
            s2.AddEvent(new EventTrigger(this, lc9));
            lc9.defaultActive = true;
            lc9.SetActive(true);

            //Add Front FG Tile to Cover bottom of Player One doors
            gsPlay.AddFrontFGTile(gsPlay.LoadTexture("TestSprites/treeTrunkBottomWarm"), GridToPosition(364, 76) + new Vector2(0, 16)).SetPlayerMode(PlayerObjectMode.One);

            PickUpObj o1 = gsPlay.AddBouncyBall(.5f, gsPlay.LoadTexture("TestSprites/pickUp"), GridToPosition(new Point(364, 28)));
            o1.SetPlayerMode(PlayerObjectMode.Two);
            PickUpObj o2 = gsPlay.AddBouncyBall(.5f, gsPlay.LoadTexture("TestSprites/pickUp"), GridToPosition(new Point(364, 75)));
            o2.SetPlayerMode(PlayerObjectMode.One);

            MovingPlatform d12 = gsPlay.AddReversePlatform(Art.door, Level.GridToPosition(new Point(389, 42)) + new Vector2(-16, 0), Level.GridToPosition(new Point(389, 40)) + new Vector2(-16, 0));
            MovingPlatform d23 = gsPlay.AddReversePlatform(Art.door, Level.GridToPosition(new Point(390, 46)) + new Vector2(-16, 0), Level.GridToPosition(new Point(390, 48)) + new Vector2(-16, 0));
            //d12.SetPlayerMode(PlayerObjectMode.Two);
            Button b3 = gsPlay.AddButton(new EventTrigger(this, d12), .5f, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(new Point(391, 36)));
            b3.AddEvent(new EventTrigger(this, d23));
            b3.SetPlayerMode(PlayerObjectMode.One);
            LightningChain lc10 = gsPlay.AddLightning(b3.position, GridToPosition(389, 36), Color.Yellow);
            lc10.AddVertex(d12.position + new Vector2(16, 0));
            b3.AddEvent(new EventTrigger(this, lc10));

            MovingPlatform d13 = gsPlay.AddReversePlatform(Art.door, Level.GridToPosition(new Point(389, 46)) + new Vector2(-16, 0), Level.GridToPosition(new Point(389, 48)) + new Vector2(-16, 0));
            MovingPlatform d22 = gsPlay.AddReversePlatform(Art.door, Level.GridToPosition(new Point(390, 42)) + new Vector2(-16, 0), Level.GridToPosition(new Point(390, 40)) + new Vector2(-16, 0));
            //d13.SetPlayerMode(PlayerObjectMode.One);
            Button b4 = gsPlay.AddButton(new EventTrigger(this, d13), .5f, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(new Point(391, 60)));
            b4.AddEvent(new EventTrigger(this, d22));
            b4.SetPlayerMode(PlayerObjectMode.Two);
            LightningChain lc11 = gsPlay.AddLightning(b4.position, GridToPosition(389, 60), Color.Blue);
            lc11.AddVertex(d13.position + new Vector2(16, 0));
            b4.AddEvent(new EventTrigger(this, lc11));

            //MovingPlatform d22 = gsPlay.AddReversePlatform(Art.door, Level.GridToPosition(new Point(390, 42)) + new Vector2(-16, 0), Level.GridToPosition(new Point(390, 40)) + new Vector2(-16, 0));
            ////d12.SetPlayerMode(PlayerObjectMode.Two);
            //Button b5 = gsPlay.AddButton(new EventTrigger(this, d22), .5f, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(new Point(391, 60)));
            //b5.SetPlayerMode(PlayerObjectMode.Two);
            //MovingPlatform d23 = gsPlay.AddReversePlatform(Art.door, Level.GridToPosition(new Point(390, 46)) + new Vector2(-16, 0), Level.GridToPosition(new Point(390, 48)) + new Vector2(-16, 0));
            ////d13.SetPlayerMode(PlayerObjectMode.One);
            //Button b6 = gsPlay.AddButton(new EventTrigger(this, d23), .5f, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(new Point(391, 36)));
            //b6.SetPlayerMode(PlayerObjectMode.One);

            //MovingPlatform p15 = gsPlay.AddReversePlatform(Art.door, Level.GridToPosition(new Point(367, 49)) + new Vector2(-16, 0), Level.GridToPosition(new Point(367, 47)) + new Vector2(-16, 0));
            //FlipSwitch b5 = gsPlay.AddSwitch(new EventTrigger(this, p15), gsPlay.LoadTexture("TestSprites/switch"), GridToPosition(new Point(365, 45)));
            //b5.pressureCooker = true;
            //MovingPlatform p16 = gsPlay.AddReversePlatform(Art.door, Level.GridToPosition(new Point(367, 53)) + new Vector2(-16, 0), Level.GridToPosition(new Point(367, 55)) + new Vector2(-16, 0));
            //FlipSwitch b6 = gsPlay.AddSwitch(new EventTrigger(this, p16), gsPlay.LoadTexture("TestSprites/switch"), GridToPosition(new Point(365, 60)));
            //b6.pressureCooker = true;

            //gsPlay.AddBouncyBall(.5f, gsPlay.LoadTexture("TestSprites/pickUp"), GridToPosition(new Point(294, 70))).selfIlluminating = true;

            ////and gate
            //MovingPlatform p17 = gsPlay.AddReversePlatform(Art.platform, Level.GridToPosition(new Point(370, 34)), Level.GridToPosition(new Point(370, 36)));
            //FlipSwitch b8 = gsPlay.AddSwitch(new EventTrigger(this, p17), gsPlay.LoadTexture("TestSprites/switch"), GridToPosition(new Point(365, 45)));
            //b8.pressureCooker = true;
            ////b8.SetPlayerMode(PlayerObjectMode.One);
            //MovingPlatform p18 = gsPlay.AddReversePlatform(Art.platform, Level.GridToPosition(new Point(370, 34)), Level.GridToPosition(new Point(370, 36)));
            //FlipSwitch b9 = gsPlay.AddSwitch(new EventTrigger(this, p18), gsPlay.LoadTexture("TestSprites/switch"), GridToPosition(new Point(365, 60)));
            //b9.pressureCooker = true;
            ////b9.SetPlayerMode(PlayerObjectMode.Two);

            //gsPlay.AddBouncyBall(.5f, gsPlay.LoadTexture("TestSprites/pickUp"), GridToPosition(new Point(370, 33))).selfIlluminating = true;

            //Door d17 = gsPlay.AddFadingDoor(Art.platform, GridToPosition(new Point(375, 34)), OpenState.Closed);
            //gsPlay.AddButton(new EventTrigger(this, d17), 1, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(new Point(370, 35)));
            //gsPlay.AddBouncyBall(.5f, gsPlay.LoadTexture("TestSprites/pickUp"), GridToPosition(new Point(375, 33))).selfIlluminating = true;

            //end door

            //Door d16 = gsPlay.AddFadingDoor(gsPlay.LoadTexture("TestSprites/doorThick"), GridToPosition(new Point(390, 44)), OpenState.Closed);
            //Button b7 = gsPlay.AddButton(new EventTrigger(this, d16), 2, gsPlay.LoadTexture("TestSprites/button"), GridToPosition(new Point(364, 53)));

            //364, 53
            //Button (365, 45)
            //Button (365, 60)

            //672,11

            AudioManager.PlayMusic("Forest");
        }