public void AddRegion(char tileKey, GameObject region) { //can only have one region per key if (!tileRegions.ContainsKey(tileKey)) tileRegions.Add(tileKey, region); else throw new Exception("Can only have one region per key"); }
public void LoadObj(GameObject go) { obj = go; }
protected override void Initialize() { this.IsMouseVisible = true; Window.AllowUserResizing = true; camera = new Camera(GraphicsDevice.Viewport); windowBlock = new GameObject(); windowBlock.initializeMovement(new Vector3(0,0,0), new Vector3(0, 0, 0)); topBlock = new GameObject(); topBlock.initializeMovement(new Vector3(0, 0, 0), new Vector3(0, 0, 0)); rightBlock = new GameObject(); rightBlock.initializeMovement(new Vector3(0, 0, 0), new Vector3(0, 0, 0)); leftBlock = new GameObject(); leftBlock.initializeMovement(new Vector3(0, 0, 0), new Vector3(0, 0, 0)); rightCornerBlock = new GameObject(); rightCornerBlock.initializeMovement(new Vector3(0, 0, 0), new Vector3(0, 0, 0)); leftCornerBlock = new GameObject(); leftCornerBlock.initializeMovement(new Vector3(0, 0, 0), new Vector3(0, 0, 0)); porchBlock = new GameObject(); porchBlock.initializeMovement(new Vector3(0, 0, 0), new Vector3(0, 0, 0)); backgroundBlocks = new GameObject(); backgroundBlocks.initializeMovement(new Vector3(0, 100, -4000), new Vector3(0, 0, 0)); player = new GameObject(); player.initializeMovement(new Vector3(0, 0, 0), new Vector3(0, 0, 0)); map1 = new Map(Content, Path.Combine(Content.RootDirectory, "level1.txt"), new Point(100, 100), '*', 'P'); map1.AddRegion('P', player); map1.AddRegion('X', windowBlock); map1.AddRegion('T', topBlock); map1.AddRegion('>', rightBlock); map1.AddRegion('<', leftBlock); map1.AddRegion('E', windowBlock); // enemy map1.AddRegion('B', windowBlock); // boss map1.AddRegion('R', porchBlock); map1.AddRegion('A', leftCornerBlock); map1.AddRegion('C', rightCornerBlock); map1.AddBackground(backgroundBlocks); level1 = new Level(map1); currentGameState = GameState.TitleScreen; base.Initialize(); }
public void AddBackground(GameObject bgAsset) { background = bgAsset; }