Exemple #1
0
        public void SaveGame(string fileName)
        {
            TextWriter tw = new StreamWriter(fileName);
            XmlSerializer xs = new XmlSerializer(typeof(SaveGameData));

            SaveGameData saveGameData = new SaveGameData();
            saveGameData.BackgroundMap = backgroundMap;
            saveGameData.ForegroundMap = foregroundMap;
            saveGameData.OngroundMap = new List<string>();

            List<StringBuilder> tempOngroundMap = new List<StringBuilder>();
            for (int i = 0; i < 30; ++i)
                tempOngroundMap.Add(new StringBuilder("0000000000000000000000000000000000000000"));

            saveGameData.TankStates = new List<TankState>();
            saveGameData.AmmoStates = new List<AmmoState>();
            saveGameData.wallStates = new List<BlockSpriteState>();
            saveGameData.EffectStates = new List<EffectState>();
            saveGameData.ItemStates = new List<ItemState>();

            // Tank data.
            foreach (Tank t in tanks.Values)
                saveGameData.TankStates.Add(t.State);
            // Ammo data.
            foreach (Ammo a in ammo)
                saveGameData.AmmoStates.Add(a.State);
            // BlockSprite data.
            foreach (BlockSprite bs in blockMap.Values)
                if (bs.Type != BlockSpriteType.Invisible && bs.Type != BlockSpriteType.Invulnerable)
                    saveGameData.wallStates.Add(bs.State);
                else
                {
                    switch (bs.Type)
                    {
                        case BlockSpriteType.Invulnerable:
                            tempOngroundMap[bs.MapPoint.Y][bs.MapPoint.X] = 'x';
                            break;
                        case BlockSpriteType.Invisible:
                            tempOngroundMap[bs.MapPoint.Y][bs.MapPoint.X] = 'y';
                            break;
                    }
                }
            foreach (var sb in tempOngroundMap)
                saveGameData.OngroundMap.Add(sb.ToString());
            // Effect data.
            foreach (Effect e in effects)
                saveGameData.EffectStates.Add(e.State);
            // Item data.
            foreach (Item it in items)
                saveGameData.ItemStates.Add(it.State);
            // Next item time.
            saveGameData.nextItemTime = gameLogic.NextItemTime;

            xs.Serialize(tw, saveGameData);
            tw.Close();
        }
Exemple #2
0
        public void LoadGame(String fileName)
        {
            TextReader tr = new StreamReader(fileName);
            XmlSerializer xs = new XmlSerializer(typeof(SaveGameData));
            SaveGameData saveGameData = new SaveGameData();
            saveGameData = (SaveGameData)xs.Deserialize(tr);
            tr.Close();

            backgroundMap = saveGameData.BackgroundMap;
            foregroundMap = saveGameData.ForegroundMap;
            blockMap.Clear();
            ConstructOngroundMap(saveGameData.OngroundMap, false);

            // Recreate tanks.
            tanks.Clear();
            userTanks.Clear();
            foreach (TankState ts in saveGameData.TankStates)
                Factory.CreateTank(ts, tanks);
            // Ammo.
            ammo.Clear();
            foreach (AmmoState ammoState in saveGameData.AmmoStates)
                Factory.CreateAmmo(ammoState);
            // BlockSprite.
            foreach (BlockSpriteState bss in saveGameData.wallStates)
                Factory.CreateBlockSprite(bss);
            // Effect.
            effects.Clear();
            foreach (EffectState e in saveGameData.EffectStates)
                Factory.CreateEffect(e);
            // Item.
            items.Clear();
            foreach (ItemState itemState in saveGameData.ItemStates)
                Factory.CreateItem(itemState, items);
            // Next item time.
            gameLogic.NextItemTime = saveGameData.nextItemTime;
        }