Example #1
0
 public AreaRenderer(AreaEntity roomOwner, List<DrawParameters> renderList, Color backgroundColor)
 {
     this.roomOwner = roomOwner;
     this.renderList = renderList;
     this.backgroundColor = backgroundColor;
     initialize();
 }
Example #2
0
 public AreaCollisionComponent(AreaEntity owner)
 {
     this.owner = owner;
     this.wrapperList = new List<AreaCollisionBodyWrapper>();
     this.propertyWrapperCollection = new Dictionary<int, List<AreaCollisionBodyWrapper>>();
     this.initialize();
 }
Example #3
0
 public ParallaxLayer(AreaEntity room, float minimalDistance, List<DrawParameters> items, bool drawOnFront)
     : base(room)
 {
     this.drawOnFront = drawOnFront;
     this.items = items;
     this.minimalDistance = minimalDistance;
     initialize();
 }
Example #4
0
 public AreaRenderer(AreaEntity roomOwner, List<DrawParameters> renderList)
 {
     this.roomOwner = roomOwner;
     this.renderList = renderList;
     initialize();
 }
Example #5
0
 public TestStage(AreaEntity owner)
 {
     this.owner = owner;
     initialize();
 }
Example #6
0
 public ParallaxLayer(AreaEntity room, List<DrawParameters> items)
     : base(room)
 {
     this.items = items;
     initialize();
 }
Example #7
0
        /// <summary>
        /// Cambia inmediatamente de cuarto según la Id del cuarto
        /// </summary>
        /// <param name="areaId">Id del cuarto a cambiar</param>
        public void setArea(string areaId)
        {
            if (this.area.ContainsKey(areaId))
            {
                AreaEntity oldArea = this.actualArea;
                AreaEntity newArea = this.area[areaId];

                if (oldArea != null)
                {
                    oldArea.UnloadContent();
                }

                CollisionManager.Instance.resetState(-GameConstants.ROOM_OUTER_BORDER, -GameConstants.ROOM_OUTER_BORDER,
                    (newArea.WidthBlocks * GameConstants.BLOCK_SIZE) + GameConstants.ROOM_OUTER_BORDER * 2, (newArea.HeightBlocks * GameConstants.BLOCK_SIZE) + GameConstants.ROOM_OUTER_BORDER * 2);

                float cameraLimitX1 = 0;
                float cameraLimitY1 = 0;
                float cameraLimitX2 = 0;
                float cameraLimitY2 = 0;
                newArea.getCameraLimits(ref cameraLimitX1, ref cameraLimitY1, ref cameraLimitX2, ref cameraLimitY2);
                Program.GAME.Camera.setLimits(cameraLimitX1, cameraLimitY1, cameraLimitX2, cameraLimitY2);

                newArea.LoadContent();
                this.actualArea = newArea;
                Vector2 newEntityPosition = new Vector2(567,341);

                // Esto quizas lo cambie luego, reposicionar la entidad y cámara según las coordenadas de salida de la puerta.
                List<AbstractCollisionComponent> mainEntityCollisionComponentList = mainEntity.findByBaseClass<AbstractCollisionComponent>();
                if (mainEntityCollisionComponentList.Count > 0)
                {
                    mainEntityCollisionComponentList[0].move(
                        mainEntity.getVectorProperty(EntityProperty.Position), newEntityPosition);
                }

                mainEntity.changeVectorProperty(EntityProperty.Position, newEntityPosition, false);
                Program.GAME.Camera.resetCameraPosition();
            }
            else
            {
                // En caso de que se intente salir por una puerta que no existe.
                throw new InvalidOperationException("El cuarto con el ID " + areaId + " no se encuentra registrado.");
            }
        }
Example #8
0
 /// <summary>
 /// Agrega un cuarto a la lista global de cuartos.
 /// </summary>
 /// <param name="room">Entidad a agregar.</param>
 public void addArea(AreaEntity room)
 {
     this.area.Add(room.Id, room);
 }