return new Level(name, nameAsInt);
Level cur = new Level1(); do { cur.createLevel(worldListener); ... cur = cur.nextLevel(); } while (cur != null);
GameState.prototype.create = function() { // (...) // Level creation this.level = new Level(this.game, this.currentLevel); // (...)
while (isRunning) { new Level().Render();
game.level = new Level(); game.level.load(game.currentLevel);
Level startingLevel = new Level("startinglvl.txt");
new Level(" ######\n #@# #\n ###$ #\n### $$ #\n#. $ ##\n#.. $# # \n#.# #### \n#.#### \n### ");
KnownLevel(Level l) { this.levelObject = l; if (l.getClass() == Level.class) { this.mirroredLevel = l; } else { // this mirrored level object is hidden this.mirroredLevel = new Level(l.name, l.value, l.resourceBundleName, false); } }
public create(String s){ HashMap<String, Level> list = new HashMap;//I am assuming this exists outside, you //don't need to create a new HashMap each time. list.put(s, new Level()); }
class LevelManager { private HashMap<String, Level> list = new HashMap<>(); public void createLevel(String s){ Level level = new Level(); list.put(s, level); } // some more methods which get the level instances from // list or do something with them }
public create(String s){ HashMap<String, List<Level>> list = new HashMap; Level level1 = new Level(); //Right here I need to name this object somehow so its different every time the method is called list.get(s).add(level1); }
public void start(){ new Tile(); level = new Level(); p1 = new MainCharacter(20,40); isRunning = true; new Thread(this).start(); }
private Object readResolve() { KnownLevel o = KnownLevel.matches(this); if (o != null) { return o.levelObject; } // Woops. Whoever sent us this object knows // about a new log level. Add it to our list. Level level = new Level(this.name, this.value, this.resourceBundleName); return level; }
Boss megatron = new Megatron(100, "Megatron"); Level level1 = new Level(1, megatron);
while(true){ //!level.finished() String nextInput = sc.next(); if (nextInput.equals("r")){ Level a = (Level) moves.pop(); level = new Level(a.toString()); level.display(); moves.push(level); } // It is possible that peek returns null (it's the case if the deque is empty) // but this should only be an hint Level b = (Level) moves.peek(); level = new Level(b.toString()); level.move(nextInput); level.display(); moves.push(level); }
Hotel hotel = new Hotel(); hotel.levels.add(new Level()); hotel.levels.get(0).rooms.add(new Room()); Room room = hotel.levels.get(0).rooms.get(0); room.status = Status.OCCUPIED; room.counter = 8;