public void GetEnemysTypeTest() { EnemysType enemysType = TileManager.GetEnemysType(TileType.EnemyA); Assert.That(EnemysType.EnemyA, Is.EqualTo(enemysType)); }
public void LoadLevel(Byte levelNo) { String file = String.Format("{0}/{1}.txt", levelRoot, levelNo); LevelDataLines = MyGame.Manager.FileManager.LoadTxt(file); LevelWide = (Byte)LevelDataLines[0].Length; LevelHigh = (Byte)LevelDataLines.Count; LevelMap1D = new Byte[LevelHigh * LevelWide]; TileType1D = new Byte[LevelHigh * LevelWide]; Collision1D = new Byte[LevelHigh * LevelWide]; //Position1D = new Vector2[LevelHigh * LevelWide]; LevelMap2D = new Byte[LevelHigh][]; TileType2D = new Byte[LevelHigh][]; Collision2D = new Byte[LevelHigh][]; //Position2D = new Vector2[LevelHigh][]; PlayerSpot = 0; EnemysSpots.Clear(); EnemysTypes.Clear(); for (Byte high = 0; high < LevelHigh; high++) { String line = LevelDataLines[high]; LevelMap2D[high] = new Byte[LevelWide]; TileType2D[high] = new Byte[LevelWide]; Collision2D[high] = new Byte[LevelWide]; //Position2D[high] = new Vector2[LevelWide]; for (Byte wide = 0; wide < LevelWide; wide++) { UInt16 index = (UInt16)(high * LevelHigh + wide); Char tile = line[wide]; TileType tileType = MyGame.Manager.TileManager.GetTileType(tile); TileType1D[index] = (Byte)tileType; TileType2D[high][wide] = (Byte)tileType; if (tileType == TileType.Player) { PlayerSpot = (UInt16)(high * LevelHigh + wide); } if (tileType == TileType.EnemyA || tileType == TileType.EnemyB || tileType == TileType.EnemyC || tileType == TileType.EnemyD) { EnemysType enemysType = MyGame.Manager.TileManager.GetEnemysType(tileType); UInt16 enemysSpot = (UInt16)(high * LevelHigh + wide); EnemysTypes.Add(enemysType); EnemysSpots.Add(enemysSpot); } CollisionType collisionType = MyGame.Manager.CollisionManager.GetCollisionType(tile); Collision1D[index] = (Byte)collisionType; Collision2D[high][wide] = (Byte)collisionType; BlockType blockType = MyGame.Manager.TileManager.GetBlockType(tileType); LevelMap1D[index] = (Byte)blockType; LevelMap2D[high][wide] = (Byte)blockType; } } }