public Tuple <Bitmap[][], string[][], int[], int[]> LoadAssetTiles() { Bitmap[][] allUnitTiles = new Bitmap[assetTypes.Length][]; string[][] allUnitLines = new string[assetTypes.Length][]; int[] allUnitWidth = new int[assetTypes.Length]; int[] allUnitHeight = new int[assetTypes.Length]; //int[][] allUnitIndex = new int[assetTypes.Length][]; string folder = "img"; CGraphicTileset loader = new CGraphicTileset(); //use for loading data/img/ files for (int i = 0; i < assetTypes.Length; i++) //iterate through all assetTypes in above array { string curFile = assetTypes[i] + ".dat"; //generate dat file name Tuple <string[], Bitmap[], int, int, int> temp = loader.LoadTileset(curFile, folder); allUnitTiles[i] = temp.Item2; //image /*if (i < 3) //resize unit images only if unit * { * allUnitTiles[i] = resizeImage(allUnitTiles[i]); * }*/ allUnitLines[i] = temp.Item1; allUnitWidth[i] = temp.Item4; allUnitHeight[i] = temp.Item5; } return(Tuple.Create(allUnitTiles, allUnitLines, allUnitWidth, allUnitHeight)); }
static void initMap() { //Get data for maps CGraphicTileset generator = new CGraphicTileset(); mapObject = new maps(); mapObject.DTileIndices = generator.OrganizeTiles(tileObject.lines); Tuple <int[][], int[][], string[], int[][], string[][], int[][], string[][]> tempMapData = generator.LoadMap("map", tileObject.lines, mapObject.DTileIndices); mapObject.mapData = tempMapData.Item1; mapObject.mapDataIndices = tempMapData.Item2; mapObject.mapNames = tempMapData.Item3; int[][] tempMapXY = tempMapData.Item4; mapObject.mapX = tempMapXY[0]; mapObject.mapY = tempMapXY[1]; mapObject.allMapStrings = tempMapData.Item5; mapObject.mapPartials = tempMapData.Item6; mapObject.mapLines = tempMapData.Item7; int numMaps = mapObject.mapNames.Length; mapObject.entireMaps = new Bitmap[numMaps]; mapObject.entireMapsIndex = new EntireMapsIndex[numMaps]; for (int i = 0; i < numMaps; i++) { //mapObject.entireMaps[i] = new Bitmap(mapObject.mapX[i], mapObject.mapY[i]); //AZ: Optimized this step, no longer need to generate big bitmaps.. mapObject.entireMaps[i] = generator.generateMiniMap(i, SplashScreen.tileObject, mapObject); //Just need a 2D int array: mapObject.entireMapsIndex[i] = generator.generateMapIndex(i, SplashScreen.tileObject, mapObject); } }
public Tuple <string[], Bitmap[], int, int, int> LoadFont(string file, string folder) //loads dat file { CGraphicTileset fontLoader = new CGraphicTileset(); Tuple <string[], Bitmap[], int, int, int> fontData = fontLoader.LoadTileset(file, folder); return(fontData); }
public Bitmap[] loadDroppedResource() { string filesToLoad = "DroppedResources.dat"; CGraphicTileset tempLoader = new CGraphicTileset(); Bitmap[] temp; Tuple <string[], Bitmap[], int, int, int> tempRet = tempLoader.LoadTileset(filesToLoad, "img"); temp = tempRet.Item2; return(temp); }
public Bitmap[] loadMiniBevel() { string filesToLoad = "MiniBevel.dat"; CGraphicTileset tempLoader = new CGraphicTileset(); Bitmap[] temp; Tuple <string[], Bitmap[], int, int, int> tempRet = tempLoader.LoadTileset(filesToLoad, "img"); temp = tempRet.Item2; return(temp); }
public Bitmap[][] LoadCorpse() { //Load unit corpse and building death explosion string[] fileToLoad = { "Corpse.dat", "BuildingDeath.dat" }; CGraphicTileset tempLoader = new CGraphicTileset(); Bitmap[][] temp = new Bitmap[fileToLoad.Length][]; //hardcoded for (int i = 0; i < fileToLoad.Length; i++) { //temp[i] = new Bitmap[16]; Tuple <string[], Bitmap[], int, int, int> tempRet = tempLoader.LoadTileset(fileToLoad[i], "img"); temp[i] = tempRet.Item2; } return(temp); }
static void initTile() { //Get data for tile CGraphicTileset generator = new CGraphicTileset(); tileObject = new loader(); Tuple <string[], Bitmap[], int, int, int> tileData = generator.LoadTileset("Terrain.dat", "img"); tileObject.lines = tileData.Item1; tileObject.tiles = tileData.Item2; tileObject.numTiles = tileData.Item3; tileObject.tileWidth = tileData.Item4; tileObject.tileHeight = tileData.Item5; }
static void initButtons() { icons = new ButtonImage(); CGraphicTileset generator = new CGraphicTileset(); Tuple <string[], Bitmap[], int, int, int> tileData = generator.LoadTileset("Icons.dat", "img"); icons.lines = tileData.Item1; icons.tiles = tileData.Item2; icons.numTiles = tileData.Item3; icons.tileWidth = tileData.Item4; icons.tileHeight = tileData.Item5; initDone(); //we are done loading stuff }
public Bitmap[][] LoadProjectiles() { string[] filesToLoad = new string[SplashScreen.allProjectilesNames.Length + 1]; //plus 1 for cannonballdeath for (int i = 0; i < SplashScreen.allProjectilesNames.Length; i++) { filesToLoad[i] = SplashScreen.allProjectilesNames[i] + ".dat"; } filesToLoad[filesToLoad.Length - 1] = "CannonballDeath.dat"; CGraphicTileset tempLoader = new CGraphicTileset(); Bitmap[][] temp = new Bitmap[filesToLoad.Length][]; //hardcoded for (int i = 0; i < filesToLoad.Length; i++) { Tuple <string[], Bitmap[], int, int, int> tempRet = tempLoader.LoadTileset(filesToLoad[i], "img"); temp[i] = tempRet.Item2; } return(temp); }