public void Draw(SpriteBatch theSpriteBatch, AwesomeSquare player) { //Depending on the players score the map gets darker when the enemies become faster and more difficult to kill if (player.score >= 0 && player.score < 3) { theSpriteBatch.Draw(mSpriteTexture, position, Color.White); } else if (player.score >= 3 && player.score < 5) { theSpriteBatch.Draw(mSpriteTexture, position, Color.LightSalmon); } else if (player.score >= 5 && player.score < 7) { theSpriteBatch.Draw(mSpriteTexture, position, Color.Salmon); } else if (player.score >= 7 && player.score < 9) { theSpriteBatch.Draw(mSpriteTexture, position, Color.OrangeRed); } else if (player.score >= 9) { theSpriteBatch.Draw(mSpriteTexture, position, Color.Red); } }
public void BoundaryChecking(WorldSquare[,] maze, AwesomeSquare player) { if (maze[row, col].containsSquare == true) { alive = false; player.score++; } }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here // WorldSquare[,] maze = new WorldSquare[MaxRows, MaxCols]; random = new Random(); player = new AwesomeSquare(); for (int i = 0; i < maxEnemies; i++) { enemies[i] = new EvilSquares(random, maze); } //Initialise the map array for (int row = 0; row < MaxRows; row++) { for (int col = 0; col < MaxCols; col++) { maze[row, col] = new WorldSquare(x, y); x = x + SquareSize; } x = 0; y = y + SquareSize; } //Grid of the map int[,] screen = { { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, { 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1 }, { 1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1 }, { 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 1 }, { 1, 0, 0, 1, 1, 0, 0, 0, 0, 1, 0, 1 }, { 1, 1, 0, 1, 1, 0, 1, 1, 0, 0, 0, 1 }, { 1, 0, 0, 0, 1, 0, 1, 1, 1, 1, 1, 1 }, { 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 1 }, { 1, 0, 0, 0, 1, 0, 1, 1, 1, 0, 0, 1 }, { 1, 0, 1, 0, 1, 0, 0, 0, 1, 1, 0, 1 }, { 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1 }, { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 } }; for (int col = 0; col < MaxCols; col++) { for (int row = 0; row < MaxRows; row++) { if (screen[row, col] == 1) { maze[row, col].containsSquare = true; } } } base.Initialize(); }