public GameLevel(Game game, GamePlayState gameState, string levenName) : base(game) { this.gameState = gameState; levelRaw = ContentPreImporter.GetLevel(levenName); levelRend = new LevelRenderer(game, levelRaw); levelCollisions = new LevelCollisions(game, levelRaw); font = ContentPreImporter.GetFont("TextFont"); Vector3 playerPos = Vector3.Zero; int enemyFound = 0; //Build the game level creating the enemies, player and pickups for (int y = 0; y < levelRaw.Depth; y++) { for (int x = 0; x < levelRaw.Width; x++) { if (levelRaw.GetAt(x, y).ToString().ToLower() == "p") player = new Player(game, new Vector3(x, 0, y)); else if (levelRaw.GetAt(x, y).ToString().ToLower() == "e") { //Depending on the difficulty only add certain enemies enemyFound++; if ((enemyFound % GlobalSettings.EnemyFrequency) == 0) { objects.Add(new RedHead(game, new Vector3(x, 0, y), levelRaw)); enemies++; } } else if (levelRaw.GetAt(x, y).ToString().ToLower() == "g") { enemyFound++; if ((enemyFound % GlobalSettings.EnemyFrequency) == 0) { objects.Add(new GreenGhost(game, new Vector3(x, 0, y), levelRaw)); enemies++; } } else if (levelRaw.GetAt(x, y).ToString().ToLower() == "h") { objects.Add(new Health(game, new Vector3(x, 0, y))); } } } skybox = new Skybox(Game, 50, ContentPreImporter.GetTexture("grimmnight_small")); //Corner of the box if front left, so to place player in right place we need to add .5 to the left and .5 to the front objects.Add(player); // TODO: Construct any child components here }
public LoseState(Game game, GamePlayState gameState) : base(game) { this.gameState = gameState; // TODO: Construct any child components here }