public static Level GenerateSingleLevel() { List<Enemy> enemies = new List<Enemy>(); for (int enemyNum = 1; enemyNum <= Random.Next(1, 11); enemyNum++) { enemies.Add(new Enemy()); } List<Obstacle.Obstacle> obstacles = new List<Obstacle.Obstacle>(); for (int obstNumber = 1; obstNumber <= 4; obstNumber++) { Obstacle.Obstacle obstacle = null; switch (Random.Next(1, 4)) { case 1: obstacle = new ChestObstacle(obstNumber * 150, Random.Next(80, 350), null); break; case 2: obstacle = new DeadlyObstacle(obstNumber * 150, Random.Next(80, 350)); break; case 3: obstacle = new ObstructedObstacle(obstNumber * 150, Random.Next(80, 350)); break; } obstacles.Add(obstacle); } List<Door.Door> doors = new List<Door.Door>(2); DoorPosition randomDoorPosition = Door.Door.GetRandomPosition(); doors.Add(new Door.Door(randomDoorPosition, 222)); Level level = new Level(222, obstacles) { Enemies = enemies, Doors = doors }; return level; }
public static Map GenerateMap() { DoorPosition prevLevelDoorPosition = DoorPosition.Bottom; Level[,] tempLevels = new Level[21, 21]; int arrayPosX = 10; int arrayPoxY = 10; for (int levelNumber = 1; levelNumber <= 10; levelNumber++) { List<Enemy> enemies = new List<Enemy>(); for (int enemyNum = 1; enemyNum <= Random.Next(1, 11); enemyNum++) { enemies.Add(new Enemy()); } List<Obstacle.Obstacle> obstacles = new List<Obstacle.Obstacle>(); for (int obstNumber = 1; obstNumber <= 4; obstNumber++) { Obstacle.Obstacle obstacle = null; switch (Random.Next(1, 4)) { case 1: obstacle = new ChestObstacle(obstNumber * 150, Random.Next(80, 350), null); break; case 2: obstacle = new DeadlyObstacle(obstNumber * 150, Random.Next(80, 350)); break; case 3: obstacle = new ObstructedObstacle(obstNumber * 150, Random.Next(80, 350)); break; } obstacles.Add(obstacle); } List<Door.Door> doors = new List<Door.Door>(2); DoorPosition randomDoorPosition = Door.Door.GetRandomPosition(); if (levelNumber == 1) { doors.Add(new Door.Door(randomDoorPosition, levelNumber + 1)); prevLevelDoorPosition = Door.Door.GetOppositePosition(randomDoorPosition); } else if (levelNumber > 1 && levelNumber < 10) { doors.Add(new Door.Door(prevLevelDoorPosition, levelNumber - 1)); if (randomDoorPosition == prevLevelDoorPosition) { randomDoorPosition = Door.Door.GetOppositePosition(randomDoorPosition); } doors.Add(new Door.Door(randomDoorPosition, levelNumber + 1)); prevLevelDoorPosition = Door.Door.GetOppositePosition(randomDoorPosition); } else { doors.Add(new Door.Door(prevLevelDoorPosition, levelNumber - 1)); } Level level = new Level(levelNumber, obstacles) { Doors = doors, Enemies = enemies }; tempLevels[arrayPosX, arrayPoxY] = level; switch (randomDoorPosition) { case DoorPosition.Top: arrayPoxY--; break; case DoorPosition.Bottom: arrayPoxY++; break; case DoorPosition.Left: arrayPosX--; break; case DoorPosition.Right: arrayPosX++; break; } } Map map = new Map("map1") { Levels = tempLevels }; return map; }