public Pollen(WorldSectionStateGenerator generator) { this.Id = generator.NextEntityId(); // The position is a relative value. The UI can scale // these values to the 'true' range. this.PositionX = generator.NextValue(-1.0f, 1.0f); this.PositionY = generator.NextValue(-1.0f, 1.0f); }
public Flower(WorldSectionStateGenerator generator) { this.Id = generator.NextEntityId(); this.PositionX = generator.NextPosition(); this.PositionY = generator.NextPosition(); var lPollenCount = generator.NextValue(2, 10); var lPollenArray = new Pollen[lPollenCount]; this.Pollen = lPollenArray; for (var lIndex = 0; lIndex < lPollenCount; lIndex++) { lPollenArray[lIndex] = new Pollen(generator); } }
public WorldSection(int gameSeed, int xPos, int yPos) { this.PositionX = xPos; this.PositionY = yPos; var lGenerator = new WorldSectionStateGenerator(gameSeed, xPos, yPos); var lFlowerCount = lGenerator.NextValue(1, 4); var lFlowerArray = new Flower[lFlowerCount]; this.Flowers = lFlowerArray; for (var lIndex = 0; lIndex < lFlowerCount; lIndex++) { lFlowerArray[lIndex] = new Flower(lGenerator); } }