public Map(Game game, Rectangle dimensions, MapData mapData) : base(game) { _mapData = mapData; Dimensions = dimensions; }
public override void Initialize() { var mapData = new MapData(2) { new MapData.DataPoint { Position = new Vector2(50, 50), Settings = new BenderSettings { ProjectileMode = BenderSettings.EBenderProjectileMode.Spiral, ProjectileSettings = new ProjectileSettings { Color = Color.Red, Height = 10, Width = 10, Prefab = EPrefab.pixel, LifeTime = TimeSpan.FromMilliseconds(500), Hitbox = 5 }, LaserEnabled = false, BulletCount = 15, LaserDelay = TimeSpan.FromMilliseconds(500), ProjectileVelocity = 150f, MaxHealth = 2, HasPhases = false, ProjectilesCooldown = TimeSpan.FromMilliseconds(1500), PhasingHealth = 50, BulletTickAngle = 8f, LaserCooldown = TimeSpan.FromMilliseconds(20000), Hitbox = 16 }, Type = EMechanicType.Bender }, new MapData.DataPoint { Position = new Vector2(250, 400), Settings = new BenderSettings { ProjectileMode = BenderSettings.EBenderProjectileMode.Spiral, ProjectileSettings = new ProjectileSettings { Color = Color.Red, Height = 20, Width = 10, Prefab = EPrefab.pixel, LifeTime = TimeSpan.FromMilliseconds(2000), Hitbox = 5 }, LaserEnabled = false, BulletCount = 5, LaserDelay = TimeSpan.FromMilliseconds(500), ProjectileVelocity = 250f, MaxHealth = 200, HasPhases = false, ProjectilesCooldown = TimeSpan.FromMilliseconds(800), PhasingHealth = 50, BulletTickAngle = 12f, LaserCooldown = TimeSpan.FromMilliseconds(20000), Hitbox = 16 }, Type = EMechanicType.Bender } }; SetMapData(mapData); }