Ejemplo n.º 1
0
        private void LoadFromFile(string path)
        {
            int width;
            List<string> lines = new List<string>();

            using (StreamReader reader = new StreamReader(Application.GetResourceStream(new Uri(path, UriKind.Relative)).Stream))
            {
                string line = reader.ReadLine();
                width = line.Length;
                while (line != null)
                {
                    lines.Add(line);
                    if (line.Length != width)
                        throw new Exception(String.Format("The length of line {0} is different from all preceeding lines.", lines.Count));
                    line = reader.ReadLine();
                }
            }

            // Allocate the tile grid.
            Grid = new Tile[width + 2, lines.Count + 2];

            numX = width;
            numY = lines.Count;

            Tile.Width /= numX; //Set width of tile based,based on size of the canvas divaded by number of tiles.
            Tile.Height /= numY;
            Tile.Size = new Vector2(Tile.Width, Tile.Height);

            // Loop over every tile position,
            for (int y = 0; y < numY; ++y)
            {
                for (int x = 0; x < numX; ++x)
                {
                    try
                    {
                        char type = lines[y][x];
                        Grid[x, y] = Load(type, x, y);
                    }
                    catch (Exception e)
                    {
                        Grid[x, y] = Load('1', x, y);
                    }
                }
            }

            Player.CreatInstance(this.GetTile(13, 11), content);

            Enemies = RandomPositionOfEnemies();
        }
Ejemplo n.º 2
0
        private Tile Load(char type, int x, int y)
        {
            Vector2 gridPosition = new Vector2(x, y);
            Vector2 position = gridPosition * Tile.Size;
            Rectangle bounds = new Rectangle((int)position.X, (int)position.Y, (int)Tile.Size.X, (int)Tile.Size.Y);

            if (type == '0')
            {
                TileCollision tileType = TileCollision.Passable;
                Tile tile = new Tile(space, tileType, bounds, gridPosition);
                tile.coin = new Coin(coin, tile.position * Tile.Size, Tile.Size);
                numCoins++;

                return tile;
            }
            else
            {
                TileCollision tileType = TileCollision.Impassable;
                return new Tile(wall, tileType, bounds, gridPosition);
            }
        }