public void ZufallslevelGenerieren(Spiel spiel, Random zufall) { int Münze = zufall.Next(1, 4); int ZufallsLeben = zufall.Next(10, 20); if (Münze == 1) { Feind = new List <Die_Suche.Feind>() { new Fledermaus(this, new Point(724, 181)), new Geist(this, new Point(425, 183), ZufallsLeben), new Ghul(this, new Point(571, 130), 10) }; WaffeInRaum = new RoterTrank(this, new Point(771, 130)); } if (Münze == 2) { Feind = new List <Die_Suche.Feind>() { new Fledermaus(this, new Point(724, 181)), new Ghul(this, new Point(571, 130), ZufallsLeben), new Wizard(this, new Point(824, 182)) }; WaffeInRaum = new RoterTrank(this, new Point(771, 130)); } if (Münze == 3) { Feind = new List <Die_Suche.Feind>() { new Fledermaus2(this, new Point(571, 231)), new Ghul(this, new Point(571, 130), ZufallsLeben), new Fledermaus(this, new Point(724, 231)) }; WaffeInRaum = new RoterTrank(this, new Point(771, 130)); } if (Münze == 4) { Feind = new List <Die_Suche.Feind>() { new Geist(this, new Point(425, 183), ZufallsLeben), new Ghul(this, new Point(571, 130), ZufallsLeben), new Fledermaus(this, new Point(724, 231)), new Fledermaus2(this, new Point(571, 231)) }; WaffeInRaum = new BlauerTrank(this, new Point(326, 285)); } }
public void NeuesLevel(Spiel spiel, Random zufall) { level++; switch (level) { case 1: Feind = new List <Feind>() { new Fledermaus(this, new Point(724, 231)) }; WaffeInRaum = new Sword(this, new Point(224, 80)); break; case 2: Feind = new List <Feind>() { new Geist(this, new Point(425, 183), 8) }; WaffeInRaum = new RoterTrank(this, new Point(326, 285)); break; case 3: Feind = new List <Feind>() { new Ghul(this, new Point(571, 130), 10) }; WaffeInRaum = new Bogen(this, new Point(425, 80)); break; case 4: Feind = new List <Feind>() { new Geist(this, new Point(425, 183), 8), new Fledermaus(this, new Point(724, 231)) }; if (SpielerInventarPrüfen("Bogen")) { WaffeInRaum = new BlauerTrank(this, new Point(326, 285)); } else { WaffeInRaum = new Bogen(this, new Point(425, 80)); } break; case 5: Feind = new List <Feind>() { new Fledermaus(this, new Point(724, 231)), new Ghul(this, new Point(571, 130), 10) }; WaffeInRaum = new RoterTrank(this, new Point(771, 130)); break; case 6: Feind = new List <Feind>() { new Geist(this, new Point(425, 183), 8), new Ghul(this, new Point(571, 130), 10) }; WaffeInRaum = new Keule(this, new Point(522, 283)); break; case 7: Feind = new List <Feind>() { new Fledermaus(this, new Point(724, 181)), new Geist(this, new Point(425, 183), 8), new Ghul(this, new Point(571, 130), 10) }; WaffeInRaum = new BlauerTrank(this, new Point(326, 285)); break; case 8: Feind = new List <Feind>() { new Goblin(this, new Point(670, 80), 15), new Geist(this, new Point(425, 183), 8), new Ghul(this, new Point(571, 130), 10) }; WaffeInRaum = new RoterTrank(this, new Point(771, 130)); SchmiedeInRaum = new Die_Suche.Schmiede(this, new Point(124, 80)); break; case 9: Feind = new List <Feind>() { new Wizard(this, new Point(824, 182)) }; WaffeInRaum = new RoterTrank(this, new Point(771, 130)); break; case 20: SchmiedeInRaum = new Die_Suche.Schmiede(this, new Point(124, 80)); ZufallslevelGenerieren(spiel, zufall); break; case 30: SchmiedeInRaum = new Die_Suche.Schmiede(this, new Point(124, 80)); ZufallslevelGenerieren(spiel, zufall); break; case 40: SchmiedeInRaum = new Die_Suche.Schmiede(this, new Point(124, 80)); ZufallslevelGenerieren(spiel, zufall); break; default: ZufallslevelGenerieren(spiel, zufall); break; } }