public void Initialize(RenderContext context) { m_RandGenerator = new Random(2250); if (m_AmountPieces == 0) { //Add Possible Grounds to the list GroundPrefabList.AddPrefab(new GroundPrefab(context, Collision.Col1, "Model/Static/m_Piece1", "Textures/Collision/c_Piece1")); GroundPrefabList.AddPrefab(new GroundPrefab(context, Collision.Col2, "Model/Static/m_Piece2", "Textures/Collision/c_Piece2")); GroundPrefabList.AddPrefab(new GroundPrefab(context, Collision.Col3, "Model/Static/m_Piece3", "Textures/Collision/c_Piece3")); GroundPrefabList.AddPrefab(new GroundPrefab(context, Collision.Col4, "Model/Static/m_Piece4", "Textures/Collision/c_Piece4")); //GroundPrefabList.AddPrefab(new GroundPrefab(context, Collision.Col5, "Model/Static/m_Piece5", "Textures/Collision/c_Piece5")); //issue with collision texture GroundPrefabList.AddPrefab(new GroundPrefab(context, Collision.Col6, "Model/Static/m_Piece6", "Textures/Collision/c_Piece6")); GroundPrefabList.AddPrefab(new GroundPrefab(context, Collision.Col7, "Model/Static/m_Piece7", "Textures/Collision/c_Piece7")); GroundPrefabList.AddPrefab(new GroundPrefab(context, Collision.Col8, "Model/Static/m_Piece8", "Textures/Collision/c_Piece8")); //Add all pieces to the list and initialize them m_LevelList.Add(new Level_0(context)); m_LevelList.Add(new Level_1(context)); m_LevelList.Add(new Level_2(context)); m_LevelList.Add(new Level_3(context)); m_AmountPieces = m_LevelList.Count(); } //always the same startpieces m_Level.Add(m_LevelList[0]); m_Level[0].Initialize(context); GenerateLevel(50, context); }
public override void Initialize(RenderContext context) { Ground side = GroundPrefabList.GetPrefab(Collision.Col1);; side.Rotate(0, 0, -90); side.Translate(500, 750); AddChild(side); var size = (Vector2)side.RigidBody.UserData; Width = (int)size.Y; base.Initialize(context); }
public override void Initialize(RenderContext context) { Ground ground = GroundPrefabList.GetPrefab(Collision.Col7); ground.Translate(0, 0); AddChild(ground); Ground Top = GroundPrefabList.GetPrefab(Collision.Col6); Top.Rotate(0, 0, 180); Top.Translate(1200, 300); AddChild(Top); var size = (Vector2)ground.RigidBody.UserData; Width = (int)size.X; base.Initialize(context); }
public override void Initialize(RenderContext context) { Ground ground = GroundPrefabList.GetPrefab(Collision.Col1); ground.Translate(0, 0); AddChild(ground); Ground Top = GroundPrefabList.GetPrefab(Collision.Col1); Top.Rotate(0, 0, 180); Top.Translate(1200, 300); AddChild(Top); Pickup pickup = PickupPrefabList.GetPrefab <HealthPickup>(PickupName.Health); pickup.Translate(1200, 150); AddChild(pickup); var size = (Vector2)ground.RigidBody.UserData; Width = (int)size.X; base.Initialize(context); }