Beispiel #1
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        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            screenWidth  = graphics.PreferredBackBufferWidth;
            screenHeight = graphics.PreferredBackBufferHeight;

            mainTarget = DefaultTarget;

            tileTarget     = DefaultTarget;
            entityTarget   = DefaultTarget;
            postTileTarget = DefaultTarget;
            screenTarget   = DefaultTarget;

            drawingTarget = DefaultTarget;

            random = new Random();


            cameraPosition = Point.Zero;

            mousePos = new Point();

            TextureHandler.Initialize();

            GameID.Initialize();

            NpcHandler.Initialize();
            LevelHandler.Initialize();
            TileHandler.Initialize();

            base.Initialize();
        }
Beispiel #2
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 protected override void Initialize()
 {
     textureHandler = new TextureHandler();
     base.Initialize();
     currentScene      = new Scene(this);
     mouseInputHandler = new MouseInputHandler(this);
 }
Beispiel #3
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 public TileQuadTexture(Tile tile, TextureHandler texture, float scale)
 {
     _enabled = true;
     GetTile  = tile;
     _cache   = tile.GetQuad(scale);
     Texture  = texture;
 }
Beispiel #4
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        public static void LoadContent(ContentManager content, GameWindow window)
        {
            TextureHandler.LoadContent(content);



            //Deserialize all earlier games
            gameHandlers = GameHandler.DeserializeOnStartup();
            store.Load(graphicsDevice);

            //Menu load stuff
            menu = new Menu((int)States.Menu);
            menu.LoadContent(graphicsDevice, window, content);
            menu.AddItem(content.Load <Texture2D>("Menu/Play"), (int)States.GameStart, window,
                         content.Load <Texture2D>("Menu/MenuIcons/PlayNew"));
            menu.AddItem(content.Load <Texture2D>("Menu/Store"), (int)States.Saves, window,
                         content.Load <Texture2D>("Menu/MenuIcons/Saves"));
            menu.AddItem(content.Load <Texture2D>("Menu/Store"), (int)States.Store, window,
                         content.Load <Texture2D>("Menu/MenuIcons/Collection"));
            menu.AddItem(content.Load <Texture2D>("Menu/Exit"), (int)States.Quit, window,
                         content.Load <Texture2D>("Menu/MenuIcons/Exit"));


            //check progress on eg. dog unlock etc
            CheckProgress();

            //Add previous games to the save manager
            displayGames.LoadContent(window, graphicsDevice);
            foreach (GameHandler gh in gameHandlers)
            {
                displayGames.AddGameItem(gh);
            }
        }
Beispiel #5
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        public void TextureHandler_Bmp_CombineFailed()
        {
            TextureHandler target = new TextureHandler(32, 32);

            Bitmap input1 = new Bitmap(Path.Combine(localFolder, image_bmp_1_big_red));
            Bitmap input2 = new Bitmap(Path.Combine(localFolder, image_bmp_1_big_black));
            Bitmap input3 = new Bitmap(Path.Combine(localFolder, image_bmp_1_big_red));
            Bitmap input4 = new Bitmap(Path.Combine(localFolder, image_bmp_1_big_green));

            Bitmap[][] inputArray = new Bitmap[2][];
            inputArray[0] = new Bitmap[2] {
                input1, input2
            };
            inputArray[1] = new Bitmap[2] {
                input3, input4
            };

            target.Combine(inputArray, 32, 32, true);
            target.Save(Path.Combine(localFolder, image_bmp_1_combineFail_out), ImageFormat.Bmp);
            target.Dispose();

            Bitmap original = new Bitmap(Path.Combine(localFolder, image_bmp_1_big));
            Bitmap output   = new Bitmap(Path.Combine(localFolder, image_bmp_1_combineFail_out));

            BitmapAssert.AreNotEqual(original, output, 10, "Written image should not be like the reference.");

            // cleanup - dispose of the bitmaps
            original.Dispose();
            output.Dispose();
            input1.Dispose();
            input2.Dispose();
            input3.Dispose();
            input4.Dispose();
        }
Beispiel #6
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 protected override void LoadContent()
 {
     // Load any game content
     // ================
     TextureHandler.LoadContent();
     AudioHandler.LoadContent();
 }
        public override void Draw(ref Particle particle, int pidx, float lasttime, float globaltime, NodeReference reference, ResourceManager res, ParticleEffectInstance instance, ref Matrix4x4 transform, float sparam)
        {
            var time    = particle.TimeAlive / particle.LifeSpan;
            var node_tr = GetAttachment(reference, transform);

            Vector3    deltap;
            Quaternion deltaq;

            if (DoTransform(reference, sparam, lasttime, globaltime, out deltap, out deltaq))
            {
                particle.Position    += deltap;
                particle.Orientation *= deltaq;
            }
            var p = Vector3.Transform(Vector3.Transform(particle.Position, particle.Orientation), node_tr);

            TextureHandler.Update(Texture, res);
            var c = Color.GetValue(sparam, time);
            var a = Alpha.GetValue(sparam, time);

            instance.Pool.DrawBasic(
                particle.Instance,
                this,
                TextureHandler,
                p,
                new Vector2(Size.GetValue(sparam, time)) * 2,
                new Color4(c, a),
                GetFrame(globaltime, sparam, ref particle),
                Rotate == null ? 0f : MathHelper.DegreesToRadians(Rotate.GetValue(sparam, time)),
                reference.Index
                );
        }
Beispiel #8
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 public TileQuadTexture(Tile tile, TextureHandler texture, float scale)
 {
     this.enabled = true;
     this.tile    = tile;
     this.cache   = tile.GetQuad(scale);
     this.texture = texture;
 }
Beispiel #9
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 public void ImageChanged()
 {
     if (Input.GetKey(KeyCode.E))
     {
         if (Input.mouseScrollDelta.y > 0)
         {
             TextureHandler.ActualIndex++;
             if (TextureHandler.ActualIndex <= indexes)
             {
                 MainImage.mainTexture = TextureHandler.TexturetoRender(TextureHandler.SerieOf2DImages[TextureHandler.ActualIndex]);
             }
             else
             {
                 TextureHandler.ActualIndex--;
             }
         }
         if (Input.mouseScrollDelta.y < 0)
         {
             TextureHandler.ActualIndex--;
             if (TextureHandler.ActualIndex >= 0)
             {
                 MainImage.mainTexture = TextureHandler.TexturetoRender(TextureHandler.SerieOf2DImages[TextureHandler.ActualIndex]);
             }
             else
             {
                 TextureHandler.ActualIndex++;
             }
         }
     }
 }
Beispiel #10
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        public override void Draw(ref Particle particle, int pidx, float lasttime, float globaltime, NodeReference reference, ResourceManager res, ParticleEffectInstance instance, ref Matrix4x4 transform, float sparam)
        {
            var time    = particle.TimeAlive / particle.LifeSpan;
            var node_tr = GetAttachment(reference, transform);

            TextureHandler.Update(Texture, res);
            var c = Color.GetValue(sparam, time);
            var a = Alpha.GetValue(sparam, time);
            var q = particle.Orientation * Transform.GetDeltaRotation(sparam, lasttime, globaltime);

            particle.Orientation = q;
            var mat = Matrix4x4.CreateFromQuaternion(q);
            var p   = Vector3.Transform(particle.Position, transform);
            var p2  = Vector3.Transform(particle.Position + particle.Normal, transform);
            var n   = (p - p2).Normalized();

            instance.Pool.DrawPerspective(
                particle.Instance,
                this,
                TextureHandler,
                Vector3.Transform(particle.Position, transform),
                mat,
                new Vector2(Size.GetValue(sparam, time)),
                new Color4(c, a),
                GetFrame(globaltime, sparam, ref particle),
                n,
                Rotate == null ? 0f : MathHelper.DegreesToRadians(Rotate.GetValue(sparam, time)),
                reference.Index
                );

            if (DrawNormals)
            {
                Debug.DrawLine(p - (n * 100), p + (n * 100));
            }
        }
Beispiel #11
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 public static void LoadPreContent(ContentManager content, GameWindow window, GraphicsDevice graphics)
 {
     graphicsDevice = graphics;
     //Load Pre textures and assets
     FontHandler.LoadContent(content);
     TextureHandler.LoadPreContent(content);
     background = new Background(TextureHandler.Sprites["Backgrounds/background1"], window);
 }
Beispiel #12
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 public LoadScreen(Game1 game, TextureHandler textureHandler)
 {
     this.textureHandler = textureHandler;
     this.game           = game;
     loading             = textureHandler.getLoadingImage();
     fadeIn   = true;
     finished = fadeOut = false;
 }
Beispiel #13
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 public LoadScreen(Game1 game, TextureHandler textureHandler)
 {
     this.textureHandler = textureHandler;
     this.game = game;
     loading = textureHandler.getLoadingImage();
     fadeIn = true;
     finished = fadeOut = false;
 }
        public Texture2D SetupTextureAtlas(GraphicsDevice graphicsDevice)
        {
            var triangles = Models.SelectMany(m => m.ModelTriangles).ToList();
            var dict      = new Dictionary <KeyValuePair <string, Rectangle>, TrianglesWithCroppedTexture>();

            foreach (var triangle in triangles)
            {
                if (!dict.ContainsKey(triangle.TextureKey))
                {
                    if (!TextureHandler.HasCroppedTexture(triangle.TextureKey))
                    {
                        TextureHandler.AddCroppedTexture(triangle.TextureKey, TextureHandler.CropTexture(triangle.OriginalTexture, triangle.OriginalTextureRectangle));
                    }

                    dict.Add(triangle.TextureKey, new TrianglesWithCroppedTexture()
                    {
                        CroppedTexture       = TextureHandler.GetCroppedTexture(triangle.TextureKey).Key,
                        HasTransparentPixels = TextureHandler.GetCroppedTexture(triangle.TextureKey).Value
                    });
                }

                dict[triangle.TextureKey].ModelTriangles.Add(triangle);
            }

            var packer = new RectanglePacker(4096, 4096);

            foreach (var pair in dict)
            {
                var rect = pair.Value.CroppedTexture.Bounds;
                if (!packer.Pack(rect.Width, rect.Height, out rect.X, out rect.Y))
                {
                    throw new Exception("Uh oh, we couldn't pack the rectangles");
                }
                pair.Value.AtlasRectangle = rect;
            }

            foreach (var pair in dict)
            {
                foreach (var triangle in pair.Value.ModelTriangles)
                {
                    triangle.AtlasTextureRectangle = pair.Value.AtlasRectangle;
                    triangle.HasTransparentPixels  = pair.Value.HasTransparentPixels;
                }
            }

            var atlas = new Texture2D(graphicsDevice, 4096, 4096);

            foreach (var pair in dict)
            {
                var data = new Color[pair.Value.CroppedTexture.Width * pair.Value.CroppedTexture.Height];
                pair.Value.CroppedTexture.GetData(0, pair.Value.CroppedTexture.Bounds, data, 0, data.Length);
                atlas.SetData(0, pair.Value.AtlasRectangle, data, 0, data.Length);
                pair.Value.CroppedTexture = null;
            }

            return(atlas);
        }
Beispiel #15
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 public RenderTexture[] AllImagesToRender(Texture2D[] images)
 {
     RenderTexture[] rt = new RenderTexture[images.Length];
     for (int i = 0; i < images.Length; i++)
     {
         rt[i] = TextureHandler.TexturetoRender(images[i]);
     }
     return(rt);
 }
Beispiel #16
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    void Start()
    {
        audioSource = GetComponent <AudioSource>();
        rend        = GetComponent <Renderer>();

        textureHandler = FindObjectOfType <TextureHandler>();
        loadAssets     = FindObjectOfType <LoadAssets>();

        StartCoroutine(CoRecordingRestarter());
    }
Beispiel #17
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        public void DrawTileSides(SpriteBatch spriteBatch, int i, int j)
        {
            if (DrawSides(spriteBatch, i, j))
            {
                Rectangle rect1    = DrawRect();//gets the draw rect
                Texture2D texture  = TextureHandler.GetTexture(sideTexture);
                Point     drawPos  = (rect1.Location + new Point(i, j).MultBy(TileHandler.tileSize));
                Point     drawSize = (texture.Size() * GameMain.spriteScaling).ToPoint();

                spriteBatch.Draw(texture, new Rectangle(drawPos, drawSize).WorldToScreenCoords(), null, Color.White, default, new Vector2(texture.Width, 0), default, default);
Beispiel #18
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    public void OnLeftButtonClick()
    {
        TextureHandler.LeftMask = TextureHandler.RenderTo2D(MaskTexture);

        var clones = GameObject.FindGameObjectsWithTag("clone");

        foreach (var clone in clones)
        {
            Destroy(clone);
        }
    }
Beispiel #19
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 public void DrawTileBottom(SpriteBatch spriteBatch, int i, int j)
 {
     if (DrawBottom(spriteBatch, i, j))
     {
         Rectangle rect1    = DrawRect();//gets the draw rect
         Texture2D texture  = TextureHandler.GetTexture(bottomTexture);
         Point     drawPos  = ((rect1.Location + new Point(0, rect1.Size.Y)) + (new Point(i, j).MultBy(TileHandler.tileSize)));
         Point     drawSize = new Point(rect1.Size.X, (int)(texture.Height * GameMain.spriteScaling));
         spriteBatch.Draw(texture, new Rectangle(drawPos, drawSize).WorldToScreenCoords(), Color.White);
     }
 }
Beispiel #20
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 public void OnRightButton()
 {
     TextureHandler.ActualIndex++;
     if (TextureHandler.ActualIndex <= indexes)
     {
         MainImage.mainTexture = TextureHandler.TexturetoRender(TextureHandler.SerieOf2DImages[TextureHandler.ActualIndex]);
     }
     else
     {
         TextureHandler.ActualIndex--;
     }
 }
Beispiel #21
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 public void OnLeftButton()
 {
     TextureHandler.ActualIndex--;
     if (TextureHandler.ActualIndex >= 0)
     {
         MainImage.mainTexture = TextureHandler.TexturetoRender(TextureHandler.SerieOf2DImages[TextureHandler.ActualIndex]);
     }
     else
     {
         TextureHandler.ActualIndex++;
     }
 }
        public Level(LevelInfo levelInfo, GraphicsDevice graphicsDevice)
        {
            LevelInfo     = levelInfo;
            LevelRenderer = new LevelRenderer();

            DayCycleTexture = TextureHandler.LoadTexture(graphicsDevice, "C:\\GitHub\\Maps\\YourRoom\\textures\\daycycle.png");
            SetLastColor();

            var entities = new List <EntityInfo>();

            foreach (var structure in LevelInfo.Structures)
            {
                var directory = LevelInfo.DirectoryLocation;
                if (!Path.HasExtension(structure.Map))
                {
                    structure.Map += ".dat";
                }
                var structurePath = Path.Combine(directory, structure.Map);
                var file          = File.ReadAllText(structurePath);

                // Little hack
                var structureData = LevelLoader.Load(file, structurePath);
                foreach (var entityInfo in structureData.Entities)
                {
                    entityInfo.Parent = levelInfo;

                    entityInfo.Position += structure.Offset;

                    var rot = Entity.GetRotationFromVector(entityInfo.Rotation) + (structure.Rotation == -1 ? 0 : structure.Rotation);
                    while (rot > 3)
                    {
                        rot -= 4;
                    }
                    entityInfo.Rotation = Entity.GetRotationFromInteger(rot);
                }

                entities.AddRange(structureData.Entities);
            }

            var combined = LevelInfo.Entities.Concat(entities).ToList();

            foreach (var entity in combined)
            {
                entity.Shader = GetDaytimeColor(true);
                Models.Add(BaseModel.GetModelByEntityInfo(entity, graphicsDevice));
            }

            LevelRenderer.HandleModels(Models);
            LevelRenderer.Setup(graphicsDevice);
            //BaseModel.SetupStatic(graphicsDevice);
        }
Beispiel #23
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        public Main()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory    = "Content";
            Window.Title             = "Sandboxin 4 days";
            Window.AllowUserResizing = true;

            Window.ClientSizeChanged += OnResize;
            Window.TextInput         += TextInputHandler;

            graphics.PreferredBackBufferHeight = 450;
            textureHandler = new TextureHandler();
            fontHandler    = new FontHandler();
        }
Beispiel #24
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 //public Animation(int width, int height, byte clut, byte texturePage, byte cols, byte rows, ModelGroups _mg, int count = 0, int x = 0, int y = 0, int skip = 1)
 public TextureAnimation(TextureHandler tex, int width, int height, int texturePage, int cols, int rows, int count = 0, int x = 0, int y = 0, int skip = 1)
 {
     this.tex         = tex;
     this.width       = width;
     this.height      = height;
     this.texturePage = texturePage;
     this.cols        = cols;
     this.rows        = rows;
     this.skip        = skip;
     FrameNumber      = skip;
     this.x           = x;
     this.y           = y;
     Frames           = count > 0 ? count : rows * cols;
 }
Beispiel #25
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        protected override void LoadContent()
        {
            this.IsMouseVisible = true;
            // Create a new SpriteBatch, which can be used to draw textures.
            this.spriteBatch = new SpriteBatch(this.GraphicsDevice);
            this.player.LoadContent(this.Content);
            this.shadow.LoadContent(this.Content);
            this.skeleton.LoadContent(this.Content);
            this.goblin.LoadContent(this.Content);
            this.gargoyle.LoadContent(this.Content);
            this.death.LoadContent(this.Content);
            this.sorceror.LoadContent(this.Content);

            TextureHandler.Load(this.Content);
        }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            //// Create a new SpriteBatch, which can be used to draw textures.
            this.spriteBatch = new SpriteBatch(this.GraphicsDevice);
            ////
            this.graphicsEngine = new GraphicsEngine(this.spriteBatch);
            this.controller     = new ControllerUserInput();
            ITextureHandler textureHandler = new TextureHandler(this.Content);
            IPaintInterface painter        = new PaintBrush(textureHandler, this.graphicsEngine);

            this.engine = new Engine(this.controller, painter);
            ////
            this.gameLoader     = new GameLoader(new UnitOfWork(), this.engine);
            this.consoleHandler = new ConsoleHandler(this.console, this.gameLoader);
        }
Beispiel #27
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        public void TextureHandler_Bmp_ReadWrite()
        {
            TextureHandler t1 = new TextureHandler(Path.Combine(localFolder, image_bmp_1));

            t1.Save(Path.Combine(localFolder, image_bmp_1_out), ImageFormat.Bmp);
            t1.Dispose();

            Bitmap original = new Bitmap(Path.Combine(localFolder, image_bmp_1));
            Bitmap output   = new Bitmap(Path.Combine(localFolder, image_bmp_1_out));

            BitmapAssert.AreEqual(original, output, 2, "Written image should be as the original.");

            // cleanup - dispose of the bitmaps
            original.Dispose();
            output.Dispose();
        }
Beispiel #28
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        public void TextureHandler_Bmp_ResizeDown()
        {
            TextureHandler t1 = new TextureHandler(Path.Combine(localFolder, image_bmp_1));

            t1.Resize(8, 8, true);
            t1.Save(Path.Combine(localFolder, image_bmp_1_small_out), ImageFormat.Bmp);
            t1.Dispose();

            Bitmap original = new Bitmap(Path.Combine(localFolder, image_bmp_1_small));
            Bitmap output   = new Bitmap(Path.Combine(localFolder, image_bmp_1_small_out));

            BitmapAssert.AreEqual(original, output, 128, "Written image should be like the reference.");

            // cleanup - dispose of the bitmaps
            original.Dispose();
            output.Dispose();
        }
Beispiel #29
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 public texl(byte[] texlBuffer)
 {
     textures = new TextureHandler[20][];
     using (MemoryStream ms = new MemoryStream(texlBuffer))
         using (BinaryReader br = new BinaryReader(ms))
             for (int i = 0; i < TEX_COUNT; i++)
             {
                 int  timOffset = i * TEX_SIZE;
                 TIM2 tim       = new TIM2(texlBuffer, (uint)timOffset);
                 textures[i] = new TextureHandler[tim.GetClutCount];
                 for (ushort k = 0; k < textures[i].Length; k++)
                 {
                     textures[i][k] = TextureHandler.Create($"texl_tim{(i + 1).ToString("D2")}.tim", tim, k, null);
                 }
                 //todo detect if mods aren't using palettes.
             }
 }
Beispiel #30
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        //Initialization and content loading
        public static void Initialize()
        {
            //Creates folder structure if nescessary
            CreateFolderStructure();
            frameCounter = new FrameCounter();

            random = new Random();

            TextureHandler.Initialize();
            InputHandler.Initialize();
            FontHandler.Initialize();
            displayGames             = new DisplayGames();
            playerInformationHandler = PlayerInformationHandler.Initialize();
            Tick = 0;
            MouseHandler.Initialize();
            store = new Store(playerInformationHandler, (int)States.Store);
        }
Beispiel #31
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        /// <summary>
        /// Reads chara.one buffer -&gt; chara one is a file packed with MCH files and TIM textures
        /// without pointers. File needs to be scanned
        /// </summary>
        /// <param name="buffer">Full chara.one file</param>
        public CharaOne(byte[] buffer)
        {
            this.buffer = buffer;
            List <Debug_MCH>      mchs         = new List <Debug_MCH>();
            List <TextureHandler> texturesList = new List <TextureHandler>();
            int i = 0;

            MemoryStream ms = null;

            using (BinaryReader br = new BinaryReader(ms = new MemoryStream(this.buffer)))
            {
                uint eof = br.ReadUInt32();
                TIM2 tim;
                while (ms.CanRead)
                {
                    if (ms.Position >= ms.Length)
                    {
                        break;
                    }
                    else if (BitConverter.ToUInt16(this.buffer, (int)ms.Position) == 0)
                    {
                        ms.Seek(2, SeekOrigin.Current);
                    }
                    else if (br.ReadUInt64() == 0x0000000800000010)
                    {
                        ms.Seek(-8, SeekOrigin.Current);
                        tim = new TIM2(this.buffer, (uint)ms.Position);
                        ms.Seek(tim.GetHeight * tim.GetWidth / 2 + 64, SeekOrigin.Current); //i.e. 64*20=1280/2=640 + 64= 704 + eof
                        texturesList.Add(TextureHandler.Create($"chara_tim{(i++).ToString("D2")}", tim, 0, null));
                    }
                    else //is geometry structure
                    {
                        ms.Seek(-8, SeekOrigin.Current);
                        Debug_MCH mch = new Debug_MCH(ms, br);
                        if (mch.bValid())
                        {
                            mchs.Add(mch);
                        }
                    }
                }
                ms = null;
            }
            mchInstances = mchs.ToArray();
            textures     = texturesList.ToArray();
        }
        //return an editor tile layer data object, which will hold the necessary data for processing on the handler / manager layers
        public static EditorTileLayerDO OpenEditorLayer(string fileName, TextureHandler textureHandler, TexturePreviewHandler texturePreviewHandler)
        {
            try
            {
                EditorTileLayerDO openedTileLayerDO = EngineFileHandler.OpenEditorLayer(fileName);

                //loop through each texture name, load the texture and add it to the layer.
                //We need to decide what to do when textures have been deleted / no longer exist in that directory.. should we not load the level at all?
                //Or maybe have each tile hold a reference to the texture file, and just not draw the textures who's files have not been loaded in
                List<string> modifiedTextureFileNames = new List<string>();
                foreach (string textureFile in openedTileLayerDO.LayerTextureNameList)
                {
                    string trimmedTextureFile = FileUtility.GetFileNameWithParentFolder(textureFile);
                    if (textureHandler.HandleFile(textureFile))
                    {
                        texturePreviewHandler.HandleFile(textureFile);
                        //we just successfully handled that texture, it should be stored in memory now
                        openedTileLayerDO.EditorTileLayer.AddNewTexture(textureHandler.GetTexture(trimmedTextureFile));
                        //now add it to our modified texture file names, so we can pass it back to the client for display
                        modifiedTextureFileNames.Add(trimmedTextureFile);
                    }
                    else
                    {
                        //The texture still exists in memory, just add it to the tile layers texture list. It will be added in the correct index
                        //just make sure the texture handler contains it...
                        if (textureHandler.ContainsTexture(trimmedTextureFile))
                            openedTileLayerDO.EditorTileLayer.AddNewTexture(textureHandler.GetTexture(trimmedTextureFile));
                    }
                }

                openedTileLayerDO.LayerTextureNameList.Clear();
                foreach (string modifiedFile in modifiedTextureFileNames)
                {
                    openedTileLayerDO.LayerTextureNameList.Add(modifiedFile);
                }
                //return new Tuple with all texture that are handled correctly, and have had their file names modified

                return openedTileLayerDO;
            }
            catch (Exception e)
            {
                throw e;
            }
        }
 public TutorialScreen(Game1 game, TextureHandler textureHandler)
 {
     this.textureHandler = textureHandler; this.game = game;
 }
 public GameOverScreen(Game1 game, TextureHandler textureHandler)
 {
     this.textureHandler = textureHandler; this.game = game;
 }
 public PauseScreen(Game1 game, TextureHandler textureHandler)
 {
     this.textureHandler = textureHandler; this.game = game;
 }
 public MainMenuScreen(Game1 game, TextureHandler textureHandler)
 {
     this.textureHandler = textureHandler; this.game = game;
 }
Beispiel #37
0
 public void setTextureHandler(TextureHandler textureHandler)
 {
     this.textureHandler = textureHandler;
 }