public LevelBluePrint GenerateBlueprint() { var blueprint = new LevelBluePrint(); foreach (var tile in _Tiles) { blueprint.Add(tile); } return(blueprint); }
public static Level GenerateLevel(LevelBluePrint BluePrint, GraphicsDevice device) { Utility.TextureGenerator TextureGen = new Utility.TextureGenerator(device); var level = new Level(); for (int i = 0; i < BluePrint.Storage.Count; i++) { BluePrint.OpenPrint(i); var tile = new Tile((Tiles.TileTypes)Convert.ToInt32(BluePrint.TileType), TextureGen.CreateTexture(Convert.ToInt32(BluePrint.TileWidth), Convert.ToInt32(BluePrint.TileHeight), new Color(Convert.ToUInt32(BluePrint.Color))), new Microsoft.Xna.Framework.Vector2((float)Convert.ToInt32(BluePrint.X), (float)Convert.ToInt32(BluePrint.Y)), new Color(Convert.ToUInt32(BluePrint.Color))); level.AddTile(tile); } return(level); }