コード例 #1
0
        public bool GenerateTerrain(WallManager wallManager, Texture2D wallAsset)
        {
            bool isFinished = false;

            switch (currentTerrain)
            {
            case (TerrainTypes.DefaultRandom):
            {
                isFinished = true;
                return(isFinished);
            }

            case (TerrainTypes.Zigzag):
            {
                //zigzag.GenerateZigzag(wallManager, wallAsset);
                isFinished = true;
                return(isFinished);
            }

            default:
            {
                return(isFinished);
            }
                //case (TerrainTypes.BigZigzag):
                //	{
                //		// do something
                //		break;
                //	}
                //case (TerrainTypes.GapIrregularity):
                //	{
                //		// do something
                //		break;
                //	}
                //case (TerrainTypes.Obstacle):
                //	{
                //		// do something
                //		break;
                //	}
                //case (TerrainTypes.Straightaway):
                //	{
                //		// do something
                //		break;
                //	}
                //case (TerrainTypes.AbruptTurn):
                //	{
                //		// do something
                //		break;
                //	}
            }
        }
コード例 #2
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            // Setting window size up
            graphics.PreferredBackBufferWidth  = WindowWidth;
            graphics.PreferredBackBufferHeight = WindowHeight;
            graphics.ApplyChanges();

            wallManager   = WallManager.WallManagerInstance;
            generator     = new Random();
            currentColour = bgColourArray[generator.Next(bgColourArray.Length)];

            this.IsMouseVisible = true;

            base.Initialize();
        }