/// <summary> /// Maximum XP for level. /// </summary> /// <param name="level">The level.</param> /// <returns>Maximum XP for the level.</returns> public static int GetMaximumXPforLevel(int level) { ModelLevel Level = Database.Levels[level + 1]; ModelLevel MaxLevel = Database.Levels[Database.Levels.Count - 1]; return((level < MaxLevel.Level) ? Level.Xp : MaxLevel.Xp); }
public Game() { InitializeComponent(); routedCommand.InputGestures.Add(new KeyGesture(Key.E, ModifierKeys.Control)); CommandBindings.Add(new CommandBinding(routedCommand, CommandBinding_Executed)); modelLevel = new ModelLevel(); levelLoader = new LevelLoader(modelLevel); gameState = new GameState(new BlockedResponse(checkBlockedState)); levelLoader.loadLevels(); }
public GameGrid(ModelLevel model) { this.model = model; this.ml = model.levelData; createGrid(); renderTile(); renderCharacters(); bulletTimer = new System.Windows.Threading.DispatcherTimer(); bulletTimer.Interval = TimeSpan.FromMilliseconds(20); }
public LevelEditor(ModelLevel modelLevel) { InitializeComponent(); this.modelLevel = modelLevel; levelLoader = new LevelLoader(modelLevel); availableLevels.ItemsSource = modelLevel.Levels; tileList.Items.Add(new Player()); tileList.Items.Add(new Wall()); tileList.Items.Add(new Floor()); tileList.Items.Add(new Dest()); tileList.Items.Add(new Crate()); tileList.Items.Add(new Empty()); tileList.SelectedIndex = 0; setup(); }
public LevelLoader(ModelLevel modelLevel) { this.modelLevel = modelLevel; }