public static List <Obstacle> ObtainConesObstaclesInLine(int quantity, Matrix initialPosition, bool inX) { // Verify if is in x axis or z axis float translationX = 0.0f; float translationZ = 0; if (inX) { translationX = 25; } else { translationZ = 25; } // add first cone List <Obstacle> cones = new List <Obstacle>(); Obstacle initialCone = ObstaclesFactory.Cone(initialPosition); cones.Add(initialCone); // add next cones for (int i = 1; i < quantity; i++) { Matrix position = initialPosition * Matrix.CreateTranslation(i * translationX, 0, i * translationZ); Obstacle cone = ObstaclesFactory.Cone(position); cones.Add(cone); } return(cones); }
public static List <Obstacle> ObtainBarriersObstaclesInLine(int quantity, Matrix initialPosition, bool inX) { // Verify if is in x axis or z axis float translationX = 0; float translationZ = 0; if (inX) { translationX = 40; } else { translationZ = 40; } // add first barrier List <Obstacle> barriers = new List <Obstacle>(); Obstacle initialBarrier = ObstaclesFactory.Barrier(initialPosition); barriers.Add(initialBarrier); // add next barriers for (int i = 1; i < quantity; i++) { Matrix position = initialPosition * Matrix.CreateTranslation(i * translationX, 0, i * translationZ); Obstacle barrier = ObstaclesFactory.Barrier(position); barriers.Add(barrier); } return(barriers); }
public static List <Obstacle> ObtainBoxesObstaclesInLine(int quantity, Matrix initialPosition, bool inX) { // Verify if is in x axis or z axis float translationX = 0; float translationZ = 0; if (inX) { translationX = 25; } else { translationZ = 25; } // add first box List <Obstacle> boxes = new List <Obstacle>(); Obstacle initialBox = ObstaclesFactory.WoodenCrate(initialPosition); boxes.Add(initialBox); // add next boxes for (int i = 1; i < quantity; i++) { Matrix position = initialPosition * Matrix.CreateTranslation(i * translationX, 0, i * translationZ); Obstacle box = ObstaclesFactory.WoodenCrate(position); boxes.Add(box); } return(boxes); }
public static List <Obstacle> ObtainSawhorsesObstaclesInLine(int quantity, Matrix initialPosition, bool inX) { // Verify if is in x axis or z axis float translationX = 0; float translationZ = 0; if (inX) { translationX = 75; } else { translationZ = 75; } // add first sawhorse List <Obstacle> sawhorses = new List <Obstacle>(); Obstacle initialSawhorse = ObstaclesFactory.Sawhorse(initialPosition); sawhorses.Add(initialSawhorse); // add next boxes for (int i = 1; i < quantity; i++) { Matrix position = initialPosition * Matrix.CreateTranslation(i * translationX, 0, i * translationZ); Obstacle sawhorse = ObstaclesFactory.Sawhorse(position); sawhorses.Add(sawhorse); } return(sawhorses); }
public static List <Obstacle> ObtainStackedBoxesObstacles(int quantity, Matrix initialPosition) { // add first box List <Obstacle> boxes = new List <Obstacle>(); Obstacle initialBox = ObstaclesFactory.WoodenCrate(initialPosition); boxes.Add(initialBox); float translationY = 25; // add next boxes for (int i = 1; i < quantity; i++) { Matrix position = initialPosition * Matrix.CreateTranslation(0, i * translationY, 0); Obstacle box = ObstaclesFactory.WoodenCrate(position); boxes.Add(box); } return(boxes); }
public IGameObject GetObstacle() { IGameObjectsFactory obstacleFactory = new ObstaclesFactory(); return(obstacleFactory.GetInstance()); }