public WorldmapLevel(WorldmapSector Sector, List Data) : base(Sector) { string SpriteName = "worldmap/common/leveldot.sprite"; Properties Props = new Properties(Data); Props.Get("name", ref LevelFile); FieldPos LevelPos = new FieldPos(); Props.Get("x", ref LevelPos.X); Props.Get("y", ref LevelPos.Y); Props.Get("sprite", ref SpriteName); Props.PrintUnusedWarnings(); Sprite = SpriteManager.Create(SpriteName); Sprite.Pos = new Vector(LevelPos.X*32 + 16, LevelPos.Y*32 + 16); }
public void Run() { WorldmapSector Sector = new WorldmapSector("worldmap.stwm"); bool running = true; float frames = 0; uint frameticks = SDL.GetTicks(); while(running) { Sdl.Event Event; while(SDL.PollEvent(out Event) > 0) { switch(Event.type) { case SDL.QUIT: running = false; break; case SDL.KEYDOWN: case SDL.KEYUP: Controller.HandleEvent(Event); if(Controller.WasPressed(Control.MENU)) running = false; break; } } Sector.Draw(); SDL.GL_SwapBuffers(); //SDL.Delay(10); Timer.Update(.01f); Sector.Update(.01f); frames++; uint ticks = SDL.GetTicks(); if(ticks - frameticks > 1000) { Console.WriteLine("FPS: " + frames); frames = 0; frameticks = ticks; } } }
public WorldmapObject(WorldmapSector Sector) { this.Sector = Sector; }
public WorldmapTux(WorldmapSector Sector) { this.Sector = Sector; Controller = Application.Controller; Sprite = SpriteManager.Create("worldmap/common/tux.sprite"); }