public void midLevelGeneratorAdd() { x1 = 1100; //End Barrier, let's make it a 25% chance that a barrier occurs here if (rnd.Next(0, 100) < 10) { block b = new block(this); b.LoadContent(); b.setTexture("longBrick3"); b.position = new Vector2(x1, 600 - (b.Height / 4)); x1 += (int)b.Width; allBlocksAdd.Add(b); } for (int i = 0; i < rnd.Next(2, 4); i++) { block b = new block(this); b.LoadContent(); midBlocksAdd.Add(b); allBlocksAdd.Add(b); } //for loop trial for "randomly" placing tiles foreach (block b in midBlocksAdd) { b.position = new Vector2(x1, 600 - (b.Height / 4)); x1 += (int)b.Width; } //make last block a barrier too, make this 50/50? if (rnd.Next(0, 100) < 50) { block b = new block(this); b.setTexture("longBrick3"); b.LoadContent(); b.position = new Vector2(x1, 600 - (b.Height / 4)); x1 += (int)b.Width; allBlocksAdd.Add(b); } }
public void topLevelGeneratorAdd() { for (int i = 0; i < rnd.Next(2, 8); i++) { block b = new block(this); b.LoadContent(); topBlocksAdd.Add(b); allBlocksAdd.Add(b); } //for loop trial for "randomly" placing tiles x1 = 1400; foreach (block b in topBlocksAdd) { b.position = new Vector2(x1, 350); x1 += (int)b.Width; } }
public void topLevelGenerator() { for (int i = 0; i < rnd.Next(2, 8); i++) { block b = new block(this); b.LoadContent(); topBlocks.Add(b); allBlocks.Add(b); } //for loop trial for "randomly" placing tiles Zombie z = new Zombie(this); z.LoadContent(); z.position.Y = 350 - z.Height; z.position.X = 1500; x1 = 1400; foreach (block b in topBlocks) { b.position = new Vector2(x1, 350); x1 += (int)b.Width; } }
public void lowLevelGeneratorAdd() { x1 = 1900; //End Barrier, let's make it a 25% chance that a barrier occurs here if (rnd.Next(0, 100) < 10) { block b = new block(this); b.setTexture("longBrick3"); b.LoadContent(); x1 += (int)b.Width; b.position = new Vector2(1900, 700 - (b.Height / 4)); allBlocksAdd.Add(b); } for (int i = 0; i < rnd.Next(2, 4); i++) { block b = new block(this); b.LoadContent(); lowBlocksAdd.Add(b); allBlocksAdd.Add(b); } //for loop trial for "randomly" placing tilesfoff foreach (block b in lowBlocksAdd) { b.position = new Vector2(x1, 700); x1 += (int)b.Width; } //make last block a barrier too, make this 50/50? if (rnd.Next(0, 100) < 50) { block b = new block(this); b.setTexture("longBrick3"); b.LoadContent(); b.position = new Vector2(x1, 700 - (b.Height / 4)); x1 += (int)b.Width; allBlocksAdd.Add(b); lowBlocksAdd.Add(b); } //ZOMBIE GENERATION /*for (int i = 0; i < rnd.Next(3, 6); i++) * { * Zombie Z = new Zombie(this); * Z.LoadContent(); * zombies.Add(Z); * } * * int flip = 0; * foreach (Zombie z in zombies) * { * flip = rnd.Next(0, 1); * int x2 = rnd.Next(1900, x1); * /*if (flip == 0) * { * z.position = new Vector2(x1, 700); * } * else * z.position = new Vector2(x1, 400); * * z.position = new Vector2(x2, 400); * } */ }