private void Level1() { GameMap = new GameMap(150, 150); MapTile t1 = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List <MapObject>()); MapTile t2 = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 291, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List <MapObject>()); MapTile t3 = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 317, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List <MapObject>()); MapObject mo = new MapObject(); List <Vector2> punkty = new List <Vector2>(); punkty.Add(new Vector2(-0.5f, 7)); punkty.Add(new Vector2(24, 23)); punkty.Add(new Vector2(48.5f, 7)); punkty.Add(new Vector2(24, -2)); mo.boundaries = Boundaries.CreateFromPoints(punkty); mo.collectible = false; mo.Source = new Source(539, 0, 48, 47); mo.textureName = @"Game\newtile"; mo.throwableOver = true; mo.type = new Bonus(); mo.viewBlocking = true; mo.origin = new Vector2(0, 24); for (int i = 0; i < 20; i++) { for (int j = 0; j < 40; j++) { GameMap[i + j / 2, 40 - 2 * i + j] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List <MapObject>()); GameMap[i + j / 2 + 1, 40 - 2 * i + j] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 291, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List <MapObject>()); } } for (int i = 0; i < 42; i++) { GameMap[i / 2, 42 - i].mapObjects.Add(mo.Clone()); GameMap[i / 2 + 20, 82 - i].mapObjects.Add(mo.Clone()); } GameMap[20, 43].mapObjects.Add(mo.Clone()); GameMap[21, 44].mapObjects.Add(mo.Clone()); GameMap[20, 30].mapObjects.Add(mo.Clone()); GameMap[1, 11].mapObjects.Add(mo.Clone()); GameMap[4, 60] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List <MapObject>()); GameMap[4, 60].mapObjects.Add(mo.Clone()); for (int i = 0; i < 70; i++) { GameMap[7, i *5] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List <MapObject>()); } GameMap[0, 0] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List <MapObject>()); GameMap[1, 1] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List <MapObject>()); GameMap[10, 2] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List <MapObject>()); GameMap[10, 3] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List <MapObject>()); GameMap[13, 2] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List <MapObject>()); GameMap[13, 3] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List <MapObject>()); GameMap.Load(content); /* * GameMap = new GameMap(50, 100); * * for (int i = 0; i < 50; i++) * for (int j = 0; j < 100; j++) * GameMap.mapTiles[i][j] = new MapTile(new BackgroundSprite(@"Game\texture", new Rectangle(152, 379, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List<MapObject>()); * * GameMap.Load(content); * * MapObject mo = new MapObject(); * List<Vector2> punkty = new List<Vector2>(); * punkty.Add(new Vector2(1, 6)); * punkty.Add(new Vector2(4, 13)); * punkty.Add(new Vector2(8, 13)); * punkty.Add(new Vector2(25, 0)); * mo.boundaries = Boundaries.CreateFromPoints(punkty); * mo.collectible = false; * mo.Source = new Source(372, 429, 30, 38); * mo.textureName = @"Game\texture"; * mo.throwableOver = true; * mo.type = new Bonus(); * mo.viewBlocking = true; * mo.origin = new Vector2(0, 24); * mo.Load(content); * * for (int i = 0; i < 50; i++) * GameMap.mapTiles[i][10].mapObjects.Add(mo); * * mo = new MapObject(); * punkty.Clear(); * punkty.Add(new Vector2(40, 13)); * punkty.Add(new Vector2(43, 13)); * punkty.Add(new Vector2(46, 6)); * punkty.Add(new Vector2(25, 0)); * //punkty.Add(new Vector2(18, 2)); * mo.boundaries = Boundaries.CreateFromPoints(punkty); * mo.collectible = false; * mo.Source = new Source(403, 429, 30, 38); * mo.textureName = @"Game\texture"; * mo.throwableOver = true; * mo.type = new Bonus(); * mo.viewBlocking = true; * mo.origin = new Vector2(-18, 24); * mo.Load(content); * * * for (int i = 0; i < 50; i++) * GameMap.mapTiles[i][10].mapObjects.Add(mo); */ }
private void Level1() { GameMap = new GameMap(150, 150); MapTile t1 = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List<MapObject>()); MapTile t2 = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 291, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List<MapObject>()); MapTile t3 = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 317, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List<MapObject>()); MapObject mo = new MapObject(); List<Vector2> punkty = new List<Vector2>(); punkty.Add(new Vector2(-0.5f, 7)); punkty.Add(new Vector2(24, 23)); punkty.Add(new Vector2(48.5f, 7)); punkty.Add(new Vector2(24, -2)); mo.boundaries = Boundaries.CreateFromPoints(punkty); mo.collectible = false; mo.Source = new Source(539, 0, 48, 47); mo.textureName = @"Game\newtile"; mo.throwableOver = true; mo.type = new Bonus(); mo.viewBlocking = true; mo.origin = new Vector2(0, 24); for (int i = 0; i < 20; i++) { for (int j = 0; j < 40; j++) { GameMap[i + j / 2, 40 - 2 * i + j] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List<MapObject>()); GameMap[i + j / 2 + 1, 40 - 2 * i + j] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 291, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List<MapObject>()); } } for (int i = 0; i < 42; i++) { GameMap[i / 2, 42 - i].mapObjects.Add(mo.Clone()); GameMap[i / 2 + 20, 82 - i].mapObjects.Add(mo.Clone()); } GameMap[20, 43].mapObjects.Add(mo.Clone()); GameMap[21, 44].mapObjects.Add(mo.Clone()); GameMap[20, 30].mapObjects.Add(mo.Clone()); GameMap[1, 11].mapObjects.Add(mo.Clone()); GameMap[4, 60] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List<MapObject>()); GameMap[4, 60].mapObjects.Add(mo.Clone()); for (int i = 0; i < 70; i++) { GameMap[7, i*5] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List<MapObject>()); } GameMap[0, 0] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List<MapObject>()); GameMap[1, 1] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List<MapObject>()); GameMap[10, 2] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List<MapObject>()); GameMap[10, 3] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List<MapObject>()); GameMap[13, 2] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List<MapObject>()); GameMap[13, 3] = new MapTile(new BackgroundSprite(@"Game\fire1", new Rectangle(6, 267, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List<MapObject>()); GameMap.Load(content); /* GameMap = new GameMap(50, 100); for (int i = 0; i < 50; i++) for (int j = 0; j < 100; j++) GameMap.mapTiles[i][j] = new MapTile(new BackgroundSprite(@"Game\texture", new Rectangle(152, 379, (int)GameMap.TileShift.X, (int)GameMap.TileShift.Y)), new List<MapObject>()); GameMap.Load(content); MapObject mo = new MapObject(); List<Vector2> punkty = new List<Vector2>(); punkty.Add(new Vector2(1, 6)); punkty.Add(new Vector2(4, 13)); punkty.Add(new Vector2(8, 13)); punkty.Add(new Vector2(25, 0)); mo.boundaries = Boundaries.CreateFromPoints(punkty); mo.collectible = false; mo.Source = new Source(372, 429, 30, 38); mo.textureName = @"Game\texture"; mo.throwableOver = true; mo.type = new Bonus(); mo.viewBlocking = true; mo.origin = new Vector2(0, 24); mo.Load(content); for (int i = 0; i < 50; i++) GameMap.mapTiles[i][10].mapObjects.Add(mo); mo = new MapObject(); punkty.Clear(); punkty.Add(new Vector2(40, 13)); punkty.Add(new Vector2(43, 13)); punkty.Add(new Vector2(46, 6)); punkty.Add(new Vector2(25, 0)); //punkty.Add(new Vector2(18, 2)); mo.boundaries = Boundaries.CreateFromPoints(punkty); mo.collectible = false; mo.Source = new Source(403, 429, 30, 38); mo.textureName = @"Game\texture"; mo.throwableOver = true; mo.type = new Bonus(); mo.viewBlocking = true; mo.origin = new Vector2(-18, 24); mo.Load(content); for (int i = 0; i < 50; i++) GameMap.mapTiles[i][10].mapObjects.Add(mo); */ }