/// <summary> /// Podwyższenie aktualnego poziomu gry /// </summary> public void UpgradePlayersLevel() { if (gameLevel < 5) { ++gameLevel; objects = new MapObject[width, height]; random_operator.GenerateRandomMap(width, height, gameLevel, player.DifficultyLevel); CovertIntToObjects(ref objects, random_operator.Map); } }
/// <summary> /// Konstruktor wysyoływany w przypadku ładownaia nowej gry /// </summary> /// <param name="tile_size">rozmiar komórki mapy</param> /// <param name="width">szerokosc mapy</param> /// <param name="height">wysokosc mapy</param> /// <param name="content">XNA Content</param> /// <param name="player">instancja gracza</param> /// <param name="gameLevel">poziom gry</param> public Map(int tile_size, int width, int height, ContentManager content, Player player, int gameLevel = 1) { this.player = player; this.gameLevel = gameLevel; this.content = content; this.width = width; this.height = height; this.player = player; this.tile_size = tile_size; objects = new MapObject[width, height]; random_operator = new RandomOperator(width, height); random_operator.GenerateRandomMap(width, height, gameLevel,player.DifficultyLevel); CovertIntToObjects(ref objects, random_operator.Map); }
/// <summary> /// Konstruktor wysyoływany w przypadku ładownaia nowej gry /// </summary> /// <param name="tile_size">rozmiar komórki mapy</param> /// <param name="width">szerokosc mapy</param> /// <param name="height">wysokosc mapy</param> /// <param name="content">XNA Content</param> /// <param name="player">instancja gracza</param> /// <param name="gameLevel">poziom gry</param> public Map(int tile_size, int width, int height, ContentManager content, Player player, int gameLevel = 1) { this.player = player; this.gameLevel = gameLevel; this.content = content; this.width = width; this.height = height; this.player = player; this.tile_size = tile_size; objects = new MapObject[width, height]; random_operator = new RandomOperator(width, height); random_operator.GenerateRandomMap(width, height, gameLevel, player.DifficultyLevel); CovertIntToObjects(ref objects, random_operator.Map); }