protected override List<Powerup> GetPowerUps() { List<Powerup> lstRetour = new List<Powerup>(); ShotgunPowerup shotgun = new ShotgunPowerup(); shotgun.Position = new Vector2(200, 200); lstRetour.Add(shotgun); return lstRetour; }
protected override List<Powerup> GetPowerUps() { float w = GetWidth() / 5; float h = GetHeight() / 5; List<Powerup> lstRetour = new List<Powerup>(); ShotgunPowerup shotgun = new ShotgunPowerup(); FrostOrbPowerup frostOrb = new FrostOrbPowerup(); TimeFreezePowerup timeFreeze = new TimeFreezePowerup(); RandomPowerup rand = new RandomPowerup(); WeaponsLockPowerup wpLock = new WeaponsLockPowerup(); ShieldPowerup shield = new ShieldPowerup(); frostOrb.Position = new Vector2(w+100, h+100); shotgun.Position = new Vector2(4*w - 100, h + 100); timeFreeze.Position = new Vector2(GetWidth()/2- 111, GetHeight()/2 -111); rand.Position = new Vector2(GetWidth() / 2, GetHeight() / 2 + 100); wpLock.Position = new Vector2(w + 100, 4 *h - 100); shield.Position = new Vector2(4*w - 100, 4*h - 100); List<Wall> retour = new List<Wall>(); retour.Add(new Wall(new Vector2(w, h), new Vector2(w, 0))); retour.Add(new Wall(new Vector2(w, h), new Vector2(0, h))); retour.Add(new Wall(new Vector2(3 * w, h), new Vector2(w, 0))); retour.Add(new Wall(new Vector2(4 * w, h), new Vector2(0, h))); retour.Add(new Wall(new Vector2(w, 4 * h), new Vector2(0, -h))); retour.Add(new Wall(new Vector2(w, 4 * h), new Vector2(w, 0))); retour.Add(new Wall(new Vector2(4 * w, 4 * h), new Vector2(-w, 0))); retour.Add(new Wall(new Vector2(4 * w, 4 * h), new Vector2(0, -h))); lstRetour.Add(shotgun); lstRetour.Add(frostOrb); lstRetour.Add(timeFreeze); lstRetour.Add(rand); lstRetour.Add(wpLock); lstRetour.Add(shield); return lstRetour; }