Exemple #1
0
        /// <summary>
        /// Clears the Current map's Lists from memory, Loads New TiledMap into memory,
        /// positions and faces the Player accordingly, snaps the MapCamera into place,
        /// then signals the MapTransition object to continue it's transition
        /// </summary>
        private void UnloadMap()
        {
            MapObjects.Clear();
            CollisionObjects.Clear();
            Areas.Clear();
            AdjacentMaps.Clear();

            LoadMap("maps/" + MapTransition.DestinationMapName);

            MainPlayer.SetPosition(MapTransition.DestinationPosition);
            MainPlayer.SetFacing(MapTransition.DestinationFacing);

            SetAreaBoundaries(MapTransition.DestinationAreaName);
            MapCamera.Position = MainPlayer.Position - new Vector2(MapCamera.BoundingRectangle.Width / 2, MapCamera.BoundingRectangle.Height / 2);
            UpdateCameraPosition(ActiveArea);

            MapTransition.MapChangeComplete((Rectangle)MapCamera.BoundingRectangle);
        }
Exemple #2
0
        /// <summary>
        /// Cleans the dynamic map up for players. [Teleports them to lastmap]
        /// </summary>
        public void Cleanup()
        {
            foreach (IMapObject MapObject in MapObjects.Values)
            {
                try
                {
                    MapObject.DynamicMap = null;
                    if (MapObject is Entities.GameClient)
                    {
                        if (!(MapObject as Entities.GameClient).LeaveDynamicMap())
                        {
                            (MapObject as Entities.GameClient).NetworkClient.Disconnect("Failed to teleport out of dynamic map.");
                        }
                    }
                }
                catch { }
            }

            MapObjects.Clear();
            Core.Kernel.DynamicMaps.TryRemove(DynamicID);
        }
Exemple #3
0
        private void SortTranslucents()
        {
            var opaques      = new List <MapObject>();
            var translucents = new List <MapObject>();

            foreach (MapObject mo in MapObjects)
            {
                bool translucent = mo.UpdateTranslucency(Textures.Translucents);

                if (translucent)
                {
                    translucents.Add(mo);
                }
                else
                {
                    opaques.Add(mo);
                }
            }

            MapObjects.Clear();
            MapObjects.AddRange(opaques);
            MapObjects.AddRange(translucents);
        }
Exemple #4
0
 public void Clear()
 {
     MapObjects.Clear();
 }