public GameScene(int level, int numPlayers) { OgmoProject project = new OgmoProject(AssetManager.OgmoProject, AssetManager.OgmoImagePath); project.RegisterTag((int)CollisionTag.Wall, "Walls"); project.RegisterTag((int)CollisionTag.Brick, "Bricks"); project.RegisterTag((int)CollisionTag.Player, "Players"); if (level != 1) throw new NotSupportedException(); project.LoadLevel("Assets/Levels/Standard.oel", this); }
public PlatformerScene() : base() { // Create the Ogmo Editor project. var ogmoProject = new OgmoProject("OgmoProject.oep"); // Register the "Solid" layer with the tag Solid. ogmoProject.RegisterTag(CollisionTag.Solid, "Solid"); // Set the game's color to the Ogmo Project's background color. Game.Instance.Color = ogmoProject.BackgroundColor; // Load the level. ogmoProject.LoadLevel("Level.oel", this); }
public TestingMode() { //tank entity creation was moved to ogmo; see testlevel.oep for adding a decorator to your tank. //try to load a project OgmoProject proj = new OgmoProject("Resources/Maps/test.oep", "Resources/Maps/"); //register our function to call for creating entities //this just is a string with the method name, the method itself has to be in the entities (see tank) proj.CreationMethodName = _creationMethodName; //uuh this somehow "registers a collision tag" proj.RegisterTag(CollidableTags.Wall, "CollisionLayer"); //try to load a level into "Scene" proj.LoadLevel("Resources/Maps/collisionTestBench.oel", Scene); }
private void LoadMap(Maps map) { //tank entity creation was moved to ogmo; see testlevel.oep for adding a decorator to your tank. //try to load a project OgmoProject proj = new OgmoProject("Resources/Maps/test.oep", "Resources/Maps/"); //register our function to call for creating entities //this just is a string with the method name, the method itself has to be in the entities (see tank) proj.CreationMethodName = _creationMethodName; //uuh this somehow "registers a collision tag" proj.RegisterTag(CollidableTags.Wall, "CollisionLayer"); //try to load a level into "Scene"; map gets auto-ToString() to enum position name proj.LoadLevel("Resources/Maps/" + map + ".oel", Scene); }
static void Main(string[] args) { // Create a new Game. var game = new Game("Ogmo Editor Example"); // Set the background color to see stuff a little better. game.Color = Color.Cyan; // Create a new Scene to use for the Ogmo data. var scene = new Scene(); // The path to the level to be loaded. var pathLevel = "Level.oel"; // The path to the Ogmo Project to use when loading the level. var pathProject = "OgmoProject.oep"; // Create a new OgmoProject using the .oep file. var OgmoProject = new OgmoProject(pathProject); // Ensure that the grid layer named "Solids" gets the Solid collision tag when loading. OgmoProject.RegisterTag(Tags.Solid, "Solids"); // Load the level into the Scene. OgmoProject.LoadLevelFromFile(pathLevel, scene); // Start the game using the Scene with the loaded Ogmo Level. game.Start(scene); }
private void LoadMap(Maps map) { //tank entity creation was moved to ogmo; see testlevel.oep for adding a decorator to your tank. //try to load a project, second path is image path. it goes into maps because ogmo instructs to go up a level, so we end up in resources OgmoProject proj = new OgmoProject("Resources/Maps/test.oep", "Resources/Maps/"); //register our function to call for creating entities //this just is a string with the method name, the method itself has to be in the entities (see tank) proj.CreationMethodName = _creationMethodName; //uuh this somehow "registers a collision tag" proj.RegisterTag(CollidableTags.Wall, "CollisionLayer"); //try to load a level into "Scene" proj.LoadLevel("Resources/Maps/"+map+".oel", Scene); }