示例#1
0
 public override void loadLevelObjects()
 {
     Gate theGate = new Gate(40 * 32, 3 * 32,1);
     Game1.miscObjects.Add(theGate);
     ButtonShadow shadow = new ButtonShadow(38 * 32, 6 * 32,theGate,true);
     Torch tempTor;
     tempTor = new Torch(36 * 32, 5 * 32, false);
     shadow.addTorchQueue(tempTor);
     Game1.miscObjects.Add(tempTor);
     shadow.addPressPoint(37, 5);
     tempTor = new Torch(41 * 32, 8 * 32, false);
     shadow.addTorchQueue(tempTor);
     Game1.miscObjects.Add(tempTor);
     shadow.addPressPoint(40, 8);
     tempTor = new Torch(36 * 32, 8 * 32, false);
     shadow.addTorchQueue(tempTor);
     Game1.miscObjects.Add(tempTor);
     shadow.addPressPoint(37, 8);
     tempTor = new Torch(41 * 32, 5 * 32, false);
     shadow.addTorchQueue(tempTor);
     Game1.miscObjects.Add(tempTor);
     shadow.addPressPoint(40, 5);
     //place torches and link them to shadow queue
     Game1.miscObjects.Add(shadow);
     //decor
     Game1.miscObjects.Add(new Torch(5 * 32, 12 * 32, true));
     Game1.miscObjects.Add(new Torch(21 * 32, 5 * 32,true));
     Game1.miscObjects.Add(new Torch(47 * 32, 6 * 32,true));
     Game1.miscObjects.Add(new Torch(28 * 32, 12 * 32,true));
     //next level
     levelTiles.Add(new LevelTile(40 * 32, 2 * 32, "blackBlock", "blackBlock", "marsh1Level", new Point(2 * 32, 35 * 32)));
     //previous level
     levelTiles.Add(new LevelTile(2 * 32, 9 * 32, "blackBlock", "blackBlock", "hubLevel", new Point(35 * 32, 20 * 32)));
 }
示例#2
0
 public override void loadLevelObjects()
 {
     Game1.creatures.Add(new Ghost(32 * 13, 32 * 3, new Point(1, 1), new Point(49 * 32, 51 * 32)));
     Game1.creatures.Add(new Ghost(32 * 33, 32 * 31, new Point(1, 1), new Point(49 * 32, 51 * 32)));
     Game1.creatures.Add(new Ghost(32 * 13, 32 * 43, new Point(1, 1), new Point(49 * 32, 51 * 32)));
     Gate theGate = new Gate(26 * 32, 17 * 32,1);
     Game1.miscObjects.Add(theGate);
     ButtonShadow shadow = new ButtonShadow(4 * 32, 33 * 32,theGate,true);
     shadow.addPressPoint(10, 24);
     shadow.addPressPoint(39, 35);
     shadow.addPressPoint(35, 22);
     shadow.addPressPoint(21, 17);
     shadow.addPressPoint(36, 45);
     shadow.addPressPoint(26, 19);
     //place torches and link them to shadow queue
     for (int i = 0; i < 6; i++)
     {
         Torch tempTor;
         if (i % 2 == 0)
             tempTor = new Torch((23 + i/2) * 32, 17 * 32,false);
         else
             tempTor = new Torch((29 - i/2) * 32, 17 * 32, false);
         shadow.addTorchQueue(tempTor);
         Game1.miscObjects.Add(tempTor);
     }
     Game1.miscObjects.Add(shadow);
     Game1.miscObjects.Add(new VineMoveBlock(31 * 32, 35 * 32));
     //next level
     levelTiles.Add(new LevelTile(26 * 32, 4 * 32, "blackBlock", "blackBlock", "marsh2Level", new Point(10 * 32, 13 * 32)));
     //previous level
     //levelTiles.Add(new LevelTile(1 * 32, 33 * 32, "blackBlock", "blackBlock", "marshEnterLevel", new Point(40 * 32, 5 * 32)));
 }
示例#3
0
        public override void loadLevelObjects()
        {
            Game1.creatures.Add(new Ghost(32 * 13, 32 * 3, new Point(1, 1), new Point(49 * 32, 51 * 32)));
            Game1.creatures.Add(new Ghost(32 * 33, 32 * 31, new Point(1, 1), new Point(49 * 32, 51 * 32)));
            Game1.creatures.Add(new Ghost(32 * 13, 32 * 43, new Point(1, 1), new Point(49 * 32, 51 * 32)));
            Gate theGate = new Gate(26 * 32, 17 * 32, 1);

            Game1.miscObjects.Add(theGate);
            ButtonShadow shadow = new ButtonShadow(4 * 32, 33 * 32, theGate, true);

            shadow.addPressPoint(10, 24);
            shadow.addPressPoint(39, 35);
            shadow.addPressPoint(35, 22);
            shadow.addPressPoint(21, 17);
            shadow.addPressPoint(36, 45);
            shadow.addPressPoint(26, 19);
            //place torches and link them to shadow queue
            for (int i = 0; i < 6; i++)
            {
                Torch tempTor;
                if (i % 2 == 0)
                {
                    tempTor = new Torch((23 + i / 2) * 32, 17 * 32, false);
                }
                else
                {
                    tempTor = new Torch((29 - i / 2) * 32, 17 * 32, false);
                }
                shadow.addTorchQueue(tempTor);
                Game1.miscObjects.Add(tempTor);
            }
            Game1.miscObjects.Add(shadow);
            Game1.miscObjects.Add(new VineMoveBlock(31 * 32, 35 * 32));
            //next level
            levelTiles.Add(new LevelTile(26 * 32, 4 * 32, "blackBlock", "blackBlock", "marsh2Level", new Point(10 * 32, 13 * 32)));
            //previous level
            //levelTiles.Add(new LevelTile(1 * 32, 33 * 32, "blackBlock", "blackBlock", "marshEnterLevel", new Point(40 * 32, 5 * 32)));
        }
示例#4
0
        public override void loadLevelObjects()
        {
            Gate theGate = new Gate(40 * 32, 3 * 32, 1);

            Game1.miscObjects.Add(theGate);
            ButtonShadow shadow = new ButtonShadow(38 * 32, 6 * 32, theGate, true);
            Torch        tempTor;

            tempTor = new Torch(36 * 32, 5 * 32, false);
            shadow.addTorchQueue(tempTor);
            Game1.miscObjects.Add(tempTor);
            shadow.addPressPoint(37, 5);
            tempTor = new Torch(41 * 32, 8 * 32, false);
            shadow.addTorchQueue(tempTor);
            Game1.miscObjects.Add(tempTor);
            shadow.addPressPoint(40, 8);
            tempTor = new Torch(36 * 32, 8 * 32, false);
            shadow.addTorchQueue(tempTor);
            Game1.miscObjects.Add(tempTor);
            shadow.addPressPoint(37, 8);
            tempTor = new Torch(41 * 32, 5 * 32, false);
            shadow.addTorchQueue(tempTor);
            Game1.miscObjects.Add(tempTor);
            shadow.addPressPoint(40, 5);
            //place torches and link them to shadow queue
            Game1.miscObjects.Add(shadow);
            //decor
            Game1.miscObjects.Add(new Torch(5 * 32, 12 * 32, true));
            Game1.miscObjects.Add(new Torch(21 * 32, 5 * 32, true));
            Game1.miscObjects.Add(new Torch(47 * 32, 6 * 32, true));
            Game1.miscObjects.Add(new Torch(28 * 32, 12 * 32, true));
            //next level
            levelTiles.Add(new LevelTile(40 * 32, 2 * 32, "blackBlock", "blackBlock", "marsh1Level", new Point(2 * 32, 35 * 32)));
            //previous level
            levelTiles.Add(new LevelTile(2 * 32, 9 * 32, "blackBlock", "blackBlock", "hubLevel", new Point(35 * 32, 20 * 32)));
        }