public static void InitPickupEffects(AssetContext assets) { /* * int[] tcoords = { 0, 24, 48 }; * int tx = AppRandom.Chooose<int>(tcoords); * int ty = AppRandom.Chooose<int>(tcoords, 2); */ pickupTypes = new Dictionary <PickupType, cPickupInfo>() { [PickupType.HEALTH] = new cPickupInfo(PickupType.HEALTH, new cSpriteRenderer("pickups", new MyIntRect(0, 0, 24, 24), assets), new Vector2f(16, 22), AddHealth), [PickupType.ARMOR] = new cPickupInfo(PickupType.ARMOR, new cSpriteRenderer("pickups", new MyIntRect(0, 24, 24, 24), assets), new Vector2f(16, 22), AddArmor), [PickupType.AMMO] = new cPickupInfo(PickupType.AMMO, new cSpriteRenderer("pickups", new MyIntRect(24, 0, 24, 24), assets), new Vector2f(16, 22), AddAmmo), [PickupType.COIN_GOLD] = new cPickupInfo(PickupType.COIN_GOLD, new cAnimatedSpriteRenderer("coins-gold", new MyIntRect(0, 0, 16, 16), true), new Vector2f(16, 16), AddCoin), [PickupType.COIN_SILVER] = new cPickupInfo(PickupType.COIN_SILVER, new cAnimatedSpriteRenderer("coins-silver", new MyIntRect(0, 0, 16, 16), true), new Vector2f(16, 16), AddCoin), [PickupType.COIN_IRON] = new cPickupInfo(PickupType.COIN_IRON, new cAnimatedSpriteRenderer("coins-copper", new MyIntRect(0, 0, 16, 16), true), new Vector2f(16, 16), AddCoin) }; pickupProbabilityTable = new Tuple <int, PickupType>[4] { new Tuple <int, PickupType>(50, PickupType.HEALTH), new Tuple <int, PickupType>(5, PickupType.ARMOR), new Tuple <int, PickupType>(5, PickupType.AMMO), new Tuple <int, PickupType>(40, PickupType.COIN_GOLD) }; roller = new ProbabilityRoll <PickupType>(); roller.seed(pickupProbabilityTable); }
static PickupEffects() { /* * int[] tcoords = { 0, 24, 48 }; * int tx = cAppRandom.Chooose<int>(tcoords); * int ty = cAppRandom.Chooose<int>(tcoords, 2); */ pickupTypes = new Dictionary <PickupType, cPickupInfo>() { [PickupType.HEALTH] = new cPickupInfo(PickupType.HEALTH, AddHealth, new IntRect(0, 0, 24, 24)), [PickupType.ARMOR] = new cPickupInfo(PickupType.ARMOR, AddArmor, new IntRect(0, 24, 24, 24)), [PickupType.AMMO] = new cPickupInfo(PickupType.AMMO, AddAmmo, new IntRect(24, 0, 24, 24)) }; pickupProbabilityTable = new Tuple <int, PickupType>[3] { new Tuple <int, PickupType>(50, PickupType.HEALTH), new Tuple <int, PickupType>(25, PickupType.ARMOR), new Tuple <int, PickupType>(25, PickupType.AMMO) }; roller = new ProbabilityRoll <PickupType>(); roller.seed(pickupProbabilityTable); }