public EventTrigger(Level level, LightningChain lightningChain) { this.eventLightning = lightningChain; }
public LightningChain AddLightning(Vector2 start, Vector2 end, Color color) { LightningChain l = new LightningChain(start, end, color); lightningList.Add(l); return l; }
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"); }