public Station(Vector2 start_position, int max_depth, int difficulty, int initial_branches, StationSpawner spawner) { this.id = new Random(Guid.NewGuid().GetHashCode()).Next(); this.position = start_position; this.max_depth = max_depth; this.inital_branches = initial_branches; this.spawner = spawner; // Initialise the station tree station_tree = new Node(0, null); station_tree.data = new StationNode(station_tree, this); station_tree.position = Vector2.Zero; vectors.Add(Vector2.Zero); // Generate the initial tree GenerateNodeChildren(station_tree, 1, difficulty); // For each initial node, recursively build branch foreach (Node child in station_tree.children) { BuildStation(child); } foreach (Node child in station_tree.children.ToArray()) { CleanTree(station_tree); } Initialise(); }
public Station(Node imported_tree, Vector2 position) { station_tree = imported_tree; this.position = position; this.spawner = Online.spawner; Initialise(); }
public void Initialize() { firstRun = true; // Load background background = new Background(ContentStore.bg7); spawner = new StationSpawner(true, 0); }
public void Initialize() { // Disconnect if we are connected online if (Network.connected) { Network.connected = false; } // Create Station Spawner spawner = new StationSpawner(false, 3); // Load background background = new Background(ContentStore.bg7); // Create a new controllable player localPlayer = new Player(Vector2.Zero, SettingsManager.getUsername(), 100, true, 0); players.TryAdd(localPlayer.uid, localPlayer); // Create a minimap minimap = new Minimap(false, players, spawner.stations); }