public RegionBoundedTileStack(IEnumerable<IRenderable> layers, TileSet connectedWallTileSet, Color outlineColor, string northWall, string eastWall, string southWall, string westWall) : base(layers) { OutlineColor = outlineColor; _connectedWallTiles = connectedWallTileSet; _northWall = northWall; _eastWall = eastWall; _southWall = southWall; _westWall = westWall; }
public override void LoadContent(ContentManager content) { base.LoadContent(content); _ascii = content.Load<TileSet>("TileSets/ASCII.xml"); //_writer = new GLTextWriter(new Font("Consolas", 64, FontStyle.Bold)); //var size = _writer.Measure(PAUSE_MESSAGE); //_writer.Position = new Vector2(Manager.GameWindow.Width - size.Width, Manager.GameWindow.Height - size.Height) / 2.0f; //_writer.Color = Color.White; }
public override void LoadContent(ContentManager content) { base.LoadContent(content); _ascii = content.Load<TileSet>("TileSets/ASCII.xml"); var progress = new Progress<string>(message => _progressMessages.Push(message)); content.Load<BlockRegistry>("Blocks/SampleBlockRegistry.xml"); ItemRegistry.Instance.Initialize(); _loadingTask = Task.Run(() => { _level = new Level(ChunkType.Overworld); var chunk = _level[ChunkLayer.Floor, 0, 0]; // generate the first chunk }).ContinueWith(x => Thread.Sleep(100)); }
public Tile(TileSet tileSet, string name) { _tileSet = tileSet; Name = name; TileIndex = tileSet.GetTileIndexFromName(Name); }
public Tile(TileSet tileSet, int tileIndex) { _tileSet = tileSet; TileIndex = tileIndex; Name = tileSet.GetNameFromTileIndex(TileIndex); }