Example #1
0
 public AnimatedTile(BlockType block)
     : base(block)
 {
     if (block.Type.HasFlag(TileType.Animated))
         Block = block;
     else
         throw new InvalidOperationException(block.Name + " is not an AnimatedTile");
 }
Example #2
0
        public BlockMessage(BlockType block, int x, int y, int z)
        {
            if (z > 1) //Throw an exception if the Z is out of range
                throw new System.ArgumentOutOfRangeException("The Z coordinate cannot be more than 1");

            this.BlockID = block.ID;
            this.X = (short)x;
            this.Y = (short)y;
            this.Z = (byte)z;
            this.MessageTime = NetTime.Now;
        }
Example #3
0
 /// <summary>
 /// Places a tile at the specified position, WHILE taking into account it's TileType
 /// Mainly used for player block placement, if you are looking to place a block through the code
 /// Either use `Tiles[x,y,z] =` or, set sendMessage to false
 /// </summary>
 /// <param name="x">The X position on the grid</param>
 /// <param name="y">The Y position on the grid</param>
 /// <param name="layer">The layer, either background or foreground</param>
 /// <param name="block">The block to place</param>
 /// <param name="sendMessage">Should the block be sent to the server or not</param>
 public void PlaceTile(int x, int y, Layer layer, BlockType block, bool sendMessage)
 {
     int z = layer == Layer.Foreground ? 1 : 0;
     if (CanPlaceBlock(x, y, z, block))
     {
         //If the block has changed, and we should send a message, send one
         if (sendMessage && Tiles[x, y, z].Block.ID != block.ID)
         {
             Game.NetManager.Send(new BlockMessage(block, x, y, z));
         }
         //Set the block
         switch (block.Type)
         {
             case TileType.Default:
                 Tiles[x, y, z] = new Tile(block);
                 break;
             case TileType.Animated:
                 Tiles[x, y, z] = new AnimatedTile(block);
                 break;
         }
     }
 }
Example #4
0
 /// <summary>
 /// Determines if a player can place a block at a specified position
 /// </summary>
 /// <returns>True if the player can place the block, false otherwise</returns>
 public bool CanPlaceBlock(int x, int y, int z, BlockType block)
 {
     bool Overlaps = false;
     bool InRange = InBounds(x, y);
     if (z == Tile.ForegroundIndex && block.ID != BlockType.Empty.ID)
     {
         Overlaps = Players.Any(p => (int)(p.SimulationState.Position.X / Tile.Width) == x &&
              (int)(p.SimulationState.Position.Y / Tile.Height) == y);
     }
     return (!Overlaps && InRange);
 }
Example #5
0
 /// <summary>
 /// Sets or creates a new block
 /// </summary>
 public Tile(BlockType block)
 {
     Block = block;
 }
Example #6
0
 /// <summary>
 /// Adds/Creates all of the block type's
 /// </summary>
 public static void Init()
 {
     Empty = new BlockType("Empty", Layer.All, Rectangle.Empty);
     Default = new BlockType("Default", Layer.All, new Rectangle(0, 0, Tile.DrawWidth, Tile.DrawHeight), BlockCollision.Impassable);
     Stone = new BlockType("Stone", Layer.All, new Rectangle(Tile.DrawWidth, 0, Tile.DrawWidth, Tile.DrawHeight), BlockCollision.Impassable);
     Dirt = new BlockType("Dirt", Layer.All, new Rectangle(Tile.DrawWidth * 2, 0, Tile.DrawWidth, Tile.DrawHeight), BlockCollision.Impassable);
     Grass = new BlockType("Grass", Layer.All, new Rectangle(Tile.DrawWidth * 3, 0, Tile.DrawWidth, Tile.DrawHeight), BlockCollision.Impassable);
     Wood = new BlockType("Wood", Layer.All, new Rectangle(Tile.DrawWidth * 4, 0, Tile.DrawWidth, Tile.DrawHeight), BlockCollision.Impassable);
     Brick = new BlockType("Brick", Layer.All, new Rectangle(Tile.DrawWidth * 5, 0, Tile.DrawWidth, Tile.DrawHeight), BlockCollision.Impassable);
     Slab = new BlockType("Slab", Layer.All, new Rectangle(Tile.DrawWidth * 6, 0, Tile.DrawWidth, Tile.DrawHeight), BlockCollision.Impassable);
     Glass = new BlockType("Glass", Layer.All, new Rectangle(Tile.DrawWidth * 7, 0, Tile.DrawWidth, Tile.DrawHeight), BlockCollision.Impassable);
     UpArrow = new BlockType("Up Arrow", Layer.Foreground, new Rectangle(Tile.DrawWidth * 8, 0, Tile.DrawWidth, Tile.DrawHeight), BlockCollision.Gravity);
     DownArrow = new BlockType("Down Arrow", Layer.Foreground, new Rectangle(Tile.DrawWidth * 10, 0, Tile.DrawWidth, Tile.DrawHeight), BlockCollision.Gravity);
     LeftArrow = new BlockType("Left Arrow", Layer.Foreground, new Rectangle(Tile.DrawWidth * 9, 0, Tile.DrawWidth, Tile.DrawHeight), BlockCollision.Gravity);
     RightArrow = new BlockType("Right Arrow", Layer.Foreground, new Rectangle(Tile.DrawWidth * 11, 0, Tile.DrawWidth, Tile.DrawHeight), BlockCollision.Gravity);
 }