Пример #1
0
        /// <summary>
        /// Create a level with a specified type and a specified size. <remarks>Calls OnLevelsLoad event.</remarks>
        /// </summary>
        /// <param name="size">The size to create the level.</param>
        /// <param name="type">The type of the level you want to create</param>
        /// <param name="name">Name of the level to create</param>
        /// <returns>
        /// returns the level that was created
        /// </returns>
        public static Level CreateLevel(Vector3S size, LevelTypes type, string name = "main")
        {
            Level newlevel = new Level(size)
            {
                Name = name
            };

            switch (type)
            {
            case LevelTypes.Flat:

                var gen = new Generator.LevelGenerator(newlevel);
                for (int i = newlevel.CWMap.Size.z / 2; i >= 0; i--)
                {
                    newlevel.FillPlaneXZ(i, Block.BlockList.DIRT);
                }
                newlevel.FillPlaneXZ(newlevel.CWMap.Size.z / 2, Block.BlockList.GRASS);
                break;

            case LevelTypes.Pixel:
                newlevel.CreatePixelArtLevel();
                break;

            case LevelTypes.Hell:
                var mGen = new Generator.LevelGenerator(newlevel, Generator.GeneratorTemplate.Hell(newlevel));
                mGen.Generate();
                break;
            }
            OnAllLevelsLoad.Call(newlevel, new LevelLoadEventArgs(true));
            return(newlevel);
        }
Пример #2
0
        /// <summary>
        /// Create a level with a specified type and a specified size. <remarks>Calls OnLevelsLoad event.</remarks>
        /// </summary>
        /// <param name="size">The size to create the level.</param>
        /// <param name="type">The type of the level you want to create</param>
        /// <param name="name">Name of the level to create</param>
        /// <returns>
        /// returns the level that was created
        /// </returns>
        public static Level CreateLevel(Vector3S size, LevelTypes type, string name = "main")
        {
            Level newlevel = new Level(size)
            {
                Name = name
            };
            switch (type)
            {
                case LevelTypes.Flat:

                    var gen = new Generator.LevelGenerator(newlevel);
                    for (int i = newlevel.CWMap.Size.z / 2; i >= 0; i--)
                        newlevel.FillPlaneXZ(i, Block.BlockList.DIRT);
                    newlevel.FillPlaneXZ(newlevel.CWMap.Size.z / 2, Block.BlockList.GRASS);
                    break;
                case LevelTypes.Pixel:
                    newlevel.CreatePixelArtLevel();
                    break;
                case LevelTypes.Hell:
                    var mGen = new Generator.LevelGenerator(newlevel, Generator.GeneratorTemplate.Hell(newlevel));
                    mGen.Generate();
                    break;
            }
            OnAllLevelsLoad.Call(newlevel, new LevelLoadEventArgs(true));
            return newlevel;
        }