Exemple #1
0
 public TileList(XDocument doc)
 {
     foreach (var elem in doc.Root.Descendants())
     {
         if (elem.Name == "Room")
         {
             Add(Room.Parse(elem).AsLevelPart());
         }
         else if (elem.Name == "Walls")
         {
             Add(BorderWalls.Parse(elem).AsLevelPart());
         }
         else if (elem.Name == "Wall")
         {
             Add(Wall.Parse(elem).AsLevelPart());
         }
         else if (elem.Name == "Floor")
         {
             Add(Floor.Parse(elem).AsLevelPart());
         }
         else if (elem.Name == "Tile")
         {
             Add(Tile.Parse(elem));
         }
     }
 }
 public Wall(BorderWalls b)
 {
     StartCell = b.StartCell;
     EndCell = b.EndCell;
     Type = b.Type;
     Theme = b.Theme;
     Traversable = false;
 }
Exemple #3
0
 public Wall(BorderWalls b)
 {
     StartCell   = b.StartCell;
     EndCell     = b.EndCell;
     Type        = b.Type;
     Theme       = b.Theme;
     Traversable = false;
 }
Exemple #4
0
 /// <summary>
 /// Removes the Walls to ListObjects and adds all relevant cells to the grid
 /// </summary>
 /// <param name="r">Walls to add</param>
 /// <param name="Tiles">List of tiles generated by the borderawlls</param>
 /// <returns>Success</returns>
 private bool Remove(BorderWalls w)
 {
     try
     {
         LevelParts.Remove(w);
         return(true);
     }
     catch
     {
         return(false);
     }
 }
Exemple #5
0
 /// <summary>
 /// Adds the Walls to ListObjects and adds all relevant cells to the grid
 /// </summary>
 /// <param name="r">Walls to add</param>
 /// <param name="Tiles">List of tiles generated by the borderawlls</param>
 /// <returns>Success</returns>
 private bool Add(BorderWalls w)
 {
     try
     {
         LevelParts.Add(w);
         return(true);
     }
     catch
     {
         return(false);
     }
 }
Exemple #6
0
        /// <summary>
        /// Removes the Walls to ListObjects and adds all relevant cells to the grid
        /// </summary>
        /// <param name="w">Walls to add</param>
        /// <param name="Tiles">Listof tiles generated by the borderawlls</param>
        /// <param name="dontRemove">True means the item added will not be added to the list of Levelobjects</param>
        /// <returns>Success</returns>
        private void Remove(BorderWalls w, out List <Tile> Tiles, bool dontRemove = false)
        {
            //we're going to be getting them a lot otherwise
            Index2D start = new Index2D(Math.Min(w.StartCell.X, w.EndCell.X), Math.Min(w.StartCell.Y, w.EndCell.Y));
            Index2D end   = new Index2D(Math.Max(w.StartCell.X, w.EndCell.X), Math.Max(w.StartCell.Y, w.EndCell.Y));

            List <Tile> tiles = new List <Tile>();

            if (dontRemove || Remove(w))
            {
                List <Tile> ts;
                //place Left wall
                Remove(new Wall(new Index2D(start.X, start.Y + 1), new Index2D(start.X, end.Y - 1), Orientations.Left, TileTypes.SideWall, w.Theme), out ts, true);

                //for some reson foreach doesn't work here
                for (int i = 0; i < ts.Count; i++)
                {
                    tiles.Add(ts[i]);
                }

                //place right wall
                Remove(new Wall(new Index2D(end.X, start.Y + 1), new Index2D(end.X, end.Y - 1), Orientations.Right, TileTypes.SideWall, w.Theme), out ts, true);

                //for some reson foreach doesn't work here
                for (int i = 0; i < ts.Count; i++)
                {
                    tiles.Add(ts[i]);
                }

                //place Top wall
                Remove(new Wall(new Index2D(start.X + 1, start.Y), new Index2D(end.X - 1, start.Y), Orientations.Down, TileTypes.Wall, w.Theme), out ts, true);

                //for some reson foreach doesn't work here
                for (int i = 0; i < ts.Count; i++)
                {
                    tiles.Add(ts[i]);
                }

                //place Top wall
                Remove(new Wall(new Index2D(start.X + 1, end.Y), new Index2D(end.X - 1, end.Y), Orientations.Down, TileTypes.Bottom, w.Theme), out ts, true);

                //for some reson foreach doesn't work here
                for (int i = 0; i < ts.Count; i++)
                {
                    tiles.Add(ts[i]);
                }

                //place corners
                //TL
                Tile t = new Tile()
                {
                    Type        = TileTypes.Corner,
                    Theme       = w.Theme,
                    Traversable = false,
                    Orientation = Orientations.Left,
                    GridCell    = start,
                };
                tiles.Add(t);
                Remove(t, t.GridCell.X, t.GridCell.Y);

                //TR
                t = new Tile()
                {
                    Type        = TileTypes.Corner,
                    Theme       = w.Theme,
                    Traversable = false,
                    Orientation = Orientations.Down,
                    GridCell    = new Index2D(end.X, start.Y)
                };
                tiles.Add(t);
                Remove(t, t.GridCell.X, t.GridCell.Y);

                //BL
                t = new Tile()
                {
                    Type        = TileTypes.Corner,
                    Theme       = w.Theme,
                    Traversable = false,
                    Orientation = Orientations.Up_Left,
                    GridCell    = new Index2D(start.X, end.Y)
                };
                tiles.Add(t);
                Remove(t, t.GridCell.X, t.GridCell.Y);

                //BR
                t = new Tile()
                {
                    Type        = TileTypes.Corner,
                    Theme       = w.Theme,
                    Traversable = false,
                    Orientation = Orientations.Up,
                    GridCell    = new Index2D(end.X, end.Y)
                };
                tiles.Add(t);
                Remove(t, t.GridCell.X, t.GridCell.Y);
            }
            Tiles = tiles;
        }
Exemple #7
0
        /// <summary>
        /// Determines what an object is and adds it to the level
        /// </summary>
        /// <param name="obj">Object we want to split and add</param>
        internal List <Tile> Add(LevelPart obj, bool dontAdd = false)
        {
            List <Tile> tiles = new List <Tile>();

            //deterime what it is
            if (obj is Room)
            {
                Room r = obj as Room;
                if (dontAdd || Add(r))
                {
                    //we're going to be getting them a lot otherwise
                    Index2D     start = new Index2D(Math.Min(r.StartCell.X, r.EndCell.X), Math.Min(r.StartCell.Y, r.EndCell.Y));
                    Index2D     end   = new Index2D(Math.Max(r.StartCell.X, r.EndCell.X), Math.Max(r.StartCell.Y, r.EndCell.Y));
                    List <Tile> t;
                    Add(new BorderWalls(r), out t, true);

                    //for some reson foreach doesn't work here
                    for (int i = 0; i < t.Count; i++)
                    {
                        tiles.Add(t[i]);
                    }

                    t = new List <Tile>();
                    Add(new Floor(r), out t, true);

                    //for some reson foreach doesn't work here
                    for (int i = 0; i < t.Count; i++)
                    {
                        tiles.Add(t[i]);
                    }
                }
            }
            else if (obj is BorderWalls)
            {
                List <Tile> t = new List <Tile>();
                BorderWalls b = obj as BorderWalls;
                /// \todo Make this instead spit out a wall
                if (!(b.StartCell.X == b.EndCell.X || b.StartCell.Y == b.EndCell.Y))
                {
                    Add(b, out t, dontAdd);
                }

                //for some reson foreach doesn't work here
                for (int i = 0; i < t.Count; i++)
                {
                    tiles.Add(t[i]);
                }
            }
            else if (obj is Wall)
            {
                List <Tile> t;
                Add(obj as Wall, out t, dontAdd);

                //for some reson foreach doesn't work here
                for (int i = 0; i < t.Count; i++)
                {
                    tiles.Add(t[i]);
                }
            }
            else if (obj is Floor)
            {
                List <Tile> t;
                Add(obj as Floor, out t, dontAdd);

                //for some reson foreach doesn't work here
                for (int i = 0; i < t.Count; i++)
                {
                    tiles.Add(t[i]);
                }
            }
            return(tiles);
        }
        void Level_MouseDown(object sender, MouseButtonEventArgs e)
        {
            //do some handling here for end of room that skips the rest
            if (SelectedTile != null && SelectedTile.IsSpecialObject)
            {
                if (e.MouseDevice.LeftButton == MouseButtonState.Pressed)
                {
                    if (SelectedObject == null)
                    {
                        GridCell = GetCell(e.GetPosition(Level));
                        Index2D i = new Index2D(GridCell.X, GridCell.Y);
                        // fill the pieces
                        if (SelectedTile.Name == "Room")
                        {
                            SelectedObject = new Room(i)
                            {
                                FloorType = SelectedTile.FloorType,
                            };
                        }
                        else if (SelectedTile.Name == "Walls")
                        {
                            SelectedObject = new BorderWalls(i)
                            {
                                FloorType = SelectedTile.FloorType,
                            };
                        }
                        else if (SelectedTile.Name == "Wall")
                        {
                            SelectedObject = new Wall(i)
                            {
                                FloorType = SelectedTile.FloorType,
                            };
                        }
                        else if (SelectedTile.Name == "Floor")
                        {
                            SelectedObject = new Floor(i)
                            {
                                FloorType = SelectedTile.FloorType,
                            };
                        }
                    }
                    else//here we complete things for the object
                    {
                        GridCell=GetCell(e.GetPosition(Level));
                        SelectedObject.EndCell = new Index2D(GridCell.X, GridCell.Y);

                        //determine what it is
                        List<Tile> tiles = ToListTile(TileMap.Add(SelectedObject));

                        foreach (Tile t in tiles)
                        {
                            Grid.SetColumn(t, t.GridCell.X);
                            Grid.SetRow(t, t.GridCell.Y);
                            This.mainWindow.Level.Children.Add(t);
                        }

                        SelectedObject = null;
                    }
                }
                else if (e.MouseDevice.RightButton == MouseButtonState.Pressed)
                {
                }
            }
            else
            {
                if (e.MouseDevice.LeftButton == MouseButtonState.Pressed)
                {
                    if (SelectedTile != null)
                    {
                        GridCell = GetCell(e.GetPosition(Level));
                        FirstClick = true;
                        AddTile(GridCell);
                    }
                }
                else if (e.MouseDevice.RightButton == MouseButtonState.Pressed)
                {
                    if (ClearTile)
                    {
                        GridCell = GetCell(e.GetPosition(Level));
                        RemoveTile(GridCell);
                        FirstClick = true;
                    }
                    CancelSelection = true;
                }
            }
        }