public void AddTileGroup(string groupId_, string itemId_, float xpos_, float itemY_) { float height = 96; if (ticktock == 20) { ticktock = 0; } List <Entity> ents = new List <Entity>(); if (addCeiling) { ents.Add(ebuilder.CreateEntity("tile", GetDrawerCollection(6), new Vector2(xpos_, 0), new List <Property>() { new Property("isTile", "isTile", "isTile") }, "tile")); } addCeiling = !addCeiling; switch (groupId_) { case "basic": if (ticktock == 0) { ents.Add(ebuilder.CreateEntity("tile", GetDrawerCollection(12), new Vector2(xpos_, height), new List <Property>() { new Property("isTile", "isTile", "isTile") }, "tile")); } break; case "void": if (nextFloorType == "rand") { nextFloorType = "void2"; } else if (int.Parse(nextFloorType.Substring(4)) < 10) { nextFloorType = "void" + (int.Parse(nextFloorType.Substring(4)) + 1).ToString(); } else { nextFloorType = "rand"; groupCooldowns[1] = 20; } break; } if (itemId_ != "none") { Entity ent = Assembler.GetEnt(ElementCollection.GetEntRef(itemId_), new Vector2(xpos_, itemY_), content, ebuilder, false); ent.AddProperty(new Property("isCollectible", "isCollectible", "isCollectible")); ents.Add(ent); itemCount++; } EntityCollection.AddEntities(ents); ticktock++; }
public void SetupTiles() { List <Entity> ents = new List <Entity>(); ents.Add(ebuilder.CreateEntity("tile", GetDrawerCollection(12), new Vector2(0, 96), new List <Property>() { new Property("isTile", "isTile", "isTile") }, "tile")); ents.Add(ebuilder.CreateEntity("tile", GetDrawerCollection(12), new Vector2(160, 96), new List <Property>() { new Property("isTile", "isTile", "isTile") }, "tile")); for (int i = -10; i <= 30; i++) { ents.Add(ebuilder.CreateEntity("tile", GetDrawerCollection(6), new Vector2(32 * i, 0), new List <Property>() { new Property("isTile", "isTile", "isTile") }, "tile")); } for (int i = -2; i <= 6; i++) { ents.Add(ebuilder.CreateEntity("tile", GetDrawerCollection(12), new Vector2(160 * i, 96), new List <Property>() { new Property("isTile", "isTile", "isTile") }, "tile")); } for (int i = 0; i < 5; i++) { Random r = new Random(); int x = r.Next(1, 5); Entity ent = ebuilder.CreateEntity("bg", GetDrawerCollection(x), new Vector2(i * 96 + 48, 64), new List <Property>() { new Property("isBG", "isBG", "isBG") }, "bg"); EntityCollection.AddEntity(ent); } EntityCollection.AddEntities(ents); }
void CreateNewGame() { ParticleSystem.Flush(); EntityCollection.Flush(); GameData.Initialize(); CreateGod(); Building church = new Building( new DrawerCollection( new List <TextureDrawer>() { SpriteSheetCollection.GetTex("idle", "defBuildings", "church"), SpriteSheetCollection.GetTex("hovered", "defBuildings", "church"), SpriteSheetCollection.GetTex("idle", "defBuildings", "church") }, "church"), new PositionManager(new Vector2(217, 8)), new List <Property>(), .1f, "church", "this is a building" ); Building field = new Building( new DrawerCollection( new List <TextureDrawer>() { SpriteSheetCollection.GetTex("idle", "defBuildings", "farm"), SpriteSheetCollection.GetTex("hovered", "defBuildings", "farm"), SpriteSheetCollection.GetTex("clicked", "defBuildings", "farm") }, "field"), new PositionManager(new Vector2(53, 131)), new List <Property>(), .1f, "field", "this is a building" ); Building mine = new Building( new DrawerCollection( new List <TextureDrawer>() { SpriteSheetCollection.GetTex("idle", "defBuildings", "mine"), SpriteSheetCollection.GetTex("hovered", "defBuildings", "mine"), SpriteSheetCollection.GetTex("idle", "defBuildings", "mine") }, "mine"), new PositionManager(new Vector2(31, 55)), new List <Property>(), .1f, "mine", "this is a building" ); Building forest = new Building( new DrawerCollection( new List <TextureDrawer>() { SpriteSheetCollection.GetTex("idle", "defBuildings", "forest"), SpriteSheetCollection.GetTex("hovered", "defBuildings", "forest"), SpriteSheetCollection.GetTex("idle", "defBuildings", "forest") }, "forest"), new PositionManager(new Vector2(0, 89)), new List <Property>(), .1f, "forest", "this is a building" ); Building city = new Building( new DrawerCollection( new List <TextureDrawer>() { SpriteSheetCollection.GetTex("idle", "defBuildings", "city"), SpriteSheetCollection.GetTex("hovered", "defBuildings", "city"), SpriteSheetCollection.GetTex("clicked", "defBuildings", "city") }, "city"), new PositionManager(new Vector2(204, 112)), new List <Property>(), .1f, "city", "this is a building" ); Building bridge = new Building( new DrawerCollection( new List <TextureDrawer>() { SpriteSheetCollection.GetTex("idle", "defBuildings", "bridge"), SpriteSheetCollection.GetTex("hovered", "defBuildings", "bridge"), SpriteSheetCollection.GetTex("clicked", "defBuildings", "bridge") }, "bridge"), new PositionManager(new Vector2(111, 133)), new List <Property>(), .1f, "bridge", "this is a building" ); EntityCollection.CreateGroup("building", "buildings"); EntityCollection.CreateGroup("c**t", "villagers"); EntityCollection.CreateGroup("god", "god"); EntityCollection.AddEntities(new List <Entity>() { church, field, mine, forest, city, bridge }); } //create whatever's needed to start a new game