public static MapData LoadCircus(World w) { MapData data = new MapData(); data.walls = new List<Wall>(); data.walls.Add(new Wall(w, -12, 476, 24, 1000, 0)); data.walls.Add(new Wall(w, 1932, 476, 24, 1000, 0)); data.walls.Add(new Wall(w, 1038, 960, 2174, 282, 0)); data.walls.Add(new Wall(w, 933, 729, 525, 164, 0)); data.walls.Add(new Wall(w, 1390, 481, 139, 31, 0)); data.walls.Add(new Wall(w, 980, -200, 1404, 128, 0)); data.spawnPoints = new Vector2[4]; data.spawnPoints[0] = new Vector2(250, 690); data.spawnPoints[1] = new Vector2(1422, 348); data.spawnPoints[2] = new Vector2(550, 690); data.spawnPoints[3] = new Vector2(1370, 690); data.ammoPoints = new Vector3[1]; data.ammoPoints[0] = new Vector3(950, 405, 1800); data.navmesh = new NavMesh(); NavNode node01 = new NavNode(data.navmesh, 0, 0); NavNode node02 = new NavNode(data.navmesh, 1, 1); node01.AddNeighbor(node02); node02.AddNeighbor(node01); data.background = MainGame.tex_bg_circus; data.music = MainGame.mus_circus; data.foreground = MainGame.tex_fg_circus; return data; }
public static MapData LoadPillar(World w) { MapData data = new MapData(); data.walls = new List<Wall>(); data.walls.Add(new Wall(w, 960, 850, 1530, 130, 0)); data.walls.Add(new Wall(w, 960, 969, 1406, 222, 0)); data.walls.Add(new Wall(w, 980, -200, 1404, 128, 0)); data.walls.Add(new Wall(w, 980, -300, 1404, 128, 0)); data.spawnPoints = new Vector2[4]; data.spawnPoints[0] = new Vector2(500, 640); data.spawnPoints[1] = new Vector2(820, 640); data.spawnPoints[2] = new Vector2(1120, 640); data.spawnPoints[3] = new Vector2(1420, 640); data.ammoPoints = new Vector3[1]; data.ammoPoints[0] = new Vector3(960, 440, 1800); //TODO data.navmesh = new NavMesh(); NavNode node01 = new NavNode(data.navmesh, 0, 0); NavNode node02 = new NavNode(data.navmesh, 1, 1); node01.AddNeighbor(node02); node02.AddNeighbor(node01); data.background = MainGame.tex_bg_pillar; data.music = MainGame.mus_pillar; return data; }
public static MapData LoadGraveyard(World w) { MapData data = new MapData(); data.walls = new List<Wall>(); data.walls.Add(new Wall(w, 965, 974, 1958, 223, 0)); data.walls.Add(new Wall(w, -12, 476, 24, 1000, 0)); data.walls.Add(new Wall(w, 1932, 476, 24, 1000, 0)); data.walls.Add(new Wall(w, 494, 614, 278, 26, 0)); data.walls.Add(new Wall(w, 1569, 812, 241, 281, -MathHelper.Pi / 6)); data.walls.Add(new Wall(w, 1497, 684, 229, 86, -MathHelper.Pi / 180 * 11.8f)); data.walls.Add(new Wall(w, 839, 368, 114, 21, 0)); data.walls.Add(new Wall(w, 980, -200, 1404, 128, 0)); data.spawnPoints = new Vector2[4]; data.spawnPoints[0] = new Vector2(501, 741); data.spawnPoints[1] = new Vector2(1468, 554); data.spawnPoints[2] = new Vector2(501, 455); data.spawnPoints[3] = new Vector2(973, 735); data.ammoPoints = new Vector3[1]; data.ammoPoints[0] = new Vector3(837, 292, 1800); data.navmesh = new NavMesh(); NavNode node01 = new NavNode(data.navmesh, 0, 0); NavNode node02 = new NavNode(data.navmesh, 1, 1); node01.AddNeighbor(node02); node02.AddNeighbor(node01); data.background = MainGame.tex_bg_graveyard; data.music = MainGame.mus_graveyard; return data; }
public static MapData LoadOctopus(World w) { MapData data = new MapData(); data.walls = new List<Wall>(); data.walls.Add(new Wall(w, 1695, 453, 244, 1562, 0)); data.walls.Add(new Wall(w, 326, 453, 200, 1458, 0)); data.walls.Add(new Wall(w, 1008, 914, 1296, 240, 0)); data.walls.Add(new Wall(w, 485, 537, 141, 75, 0)); data.walls.Add(new Wall(w, 1443, 520, 342, 88, 0)); data.walls.Add(new Wall(w, 980, -200, 1404, 128, 0)); data.spawnPoints = new Vector2[4]; data.spawnPoints[0] = new Vector2(682, 692); data.spawnPoints[1] = new Vector2(1216, 692); data.spawnPoints[2] = new Vector2(1496, 319); data.spawnPoints[3] = new Vector2(508, 389); data.ammoPoints = new Vector3[1]; data.ammoPoints[0] = new Vector3(1000, 300, 1800); // TODO data.navmesh = new NavMesh(); NavNode node01 = new NavNode(data.navmesh, 0, 0); NavNode node02 = new NavNode(data.navmesh, 1, 1); node01.AddNeighbor(node02); node02.AddNeighbor(node01); data.background = MainGame.tex_bg_octopus; data.music = MainGame.mus_octopus; return data; }
public static MapData LoadClocktower(World w) { ///// // These are all wrong ///// MapData data = new MapData(); data.walls = new List<Wall>(); data.walls.Add(new Wall(w, -12, 476, 24, 1000, 0)); data.walls.Add(new Wall(w, 1932, 476, 24, 1000, 0)); data.walls.Add(new Wall(w, 751, 443, 312, 46, 0)); data.walls.Add(new RoundWall(w, 758, 999, 114)); data.walls.Add(new RoundWall(w, -30, 1230, 633)); data.walls.Add(new RoundWall(w, 573, 1044, 88)); data.walls.Add(new RoundWall(w, 991, 914, 152)); data.walls.Add(new RoundWall(w, 1487, 1047, 227)); data.walls.Add(new RoundWall(w, 1873, 787, 257)); data.walls.Add(new RoundWall(w, 1196, 1051, 93)); data.walls.Add(new Wall(w, 980, -200, 1404, 128, 0)); data.spawnPoints = new Vector2[4]; data.spawnPoints[0] = new Vector2(586, 654); data.spawnPoints[1] = new Vector2(1516, 589); data.spawnPoints[2] = new Vector2(981, 580); data.spawnPoints[3] = new Vector2(758, 327); data.ammoPoints = new Vector3[1]; data.ammoPoints[0] = new Vector3(1285, 427, 1800); data.navmesh = new NavMesh(); NavNode node01 = new NavNode(data.navmesh, 0, 0); NavNode node02 = new NavNode(data.navmesh, 1, 1); node01.AddNeighbor(node02); node02.AddNeighbor(node01); data.background = MainGame.tex_bg_clocktower; data.music = MainGame.mus_clocktower; return data; }