public static ObjectToDraw[] loadLevel(Texture2D wall) { ObjectToDraw[] newObjects = new ObjectToDraw[64]; int i = 0; Tile.WallState[] tings = new Tile.WallState[64] { Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL, Tile.WallState.ALL,Tile.WallState.END,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL, Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL, Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL, Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL, Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL, Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL, Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL,Tile.WallState.ALL, }; int x = 64, y = 64; for (int k = 0; k < 8; k++) { for (int j = 0; j < 8; j++) { newObjects[i] = new Tile(new Vector2(x , y) + new Vector2((int)tings[i] * 64,0), tings[i],0, wall); i++; x += 64; } x = 64; y += 64; } return newObjects; }
public void CheckClick(List< ObjectToDraw> shapes) { foreach ( ObjectToDraw pair in shapes) { ObjectToDraw shape = pair; if (shape is TextShow) { if (shape.canBeDraged) { if (Game.current.X > shape.location.X && Game.current.X < shape.location.X + shape.width && Game.current.Y > shape.location.Y && Game.current.Y < shape.location.Y + shape.height) { draggedObject = shape; draggedObject.dock = null; offset = new Vector2(Game.current.X - shape.location.X, Game.current.Y - shape.location.Y); //shapes.Remove(pair.Key); //s//hapes.Add(pair.Key, pair.Value); return; } } else if (((TextShow)shape).can_spawn) { TextShow temp = new TextShow(new Vector2(shape.location.X,shape.location.Y), ((TextShow)shape).type, true,false); temp.can_spawn = false; temp.dock = null; offset = new Vector2(temp.width/2,temp.height/2); draggedObject = temp; shapes.Add(temp); return; } } } }