Exemple #1
0
 public void New()
 {
     foreach (int y in Enumerable.Range(0, ScreenHeight)) {
         foreach (int x in Enumerable.Range(0, ScreenWidth)) {
             Tiles[x, y] = new Tile(
                 new Vector3(x, y, 0),
                 new Vector3(x + (WorldPosition.X + ScreenWidth), y + (WorldPosition.Y + ScreenHeight), 0),
                 new Vector2(0, 0), 16, 16, "Textures/overworld");
         }
     }
 }
Exemple #2
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        public void LoadContent(ContentManager contentManager)
        {
            Texture = contentManager.Load<Texture2D>(TextureName);
            int tileWidth = Texture.Width / 16;
            int tileHeight = Texture.Height / 16;
            Tiles = new Tile[tileWidth * tileHeight];
            int counter = 0;

            foreach (int y in Enumerable.Range(0, tileHeight)) {
                foreach (int x in Enumerable.Range(0, tileWidth)) {
                    Tiles[counter] = new Tile(Vector3.Zero, Vector3.Zero, new Vector2(x * 16, y * 16), 16, 16, TextureName);
                    Tiles[counter].LoadContent(contentManager);
                    counter++;
                }
            }
        }
Exemple #3
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        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (this.IsActive) {
                _keyboardState = Keyboard.GetState();
                _mouse = Mouse.GetState();

                Window.Title = string.Format("Windfish Editor (X: {0} Y: {1})", _world.CurrentScreenPosition.X, _world.CurrentScreenPosition.Y);

                _world.Update(gameTime);

                if (_keyboardState.IsKeyDown(Keys.Up) && !_lastKeyboardState.IsKeyDown(Keys.Up)) {
                    _world.MoveToScreen(new Vector2(_world.CurrentScreenPosition.X, _world.CurrentScreenPosition.Y - 1));
                }
                if (_keyboardState.IsKeyDown(Keys.Down) && !_lastKeyboardState.IsKeyDown(Keys.Down)) {
                    _world.MoveToScreen(new Vector2(_world.CurrentScreenPosition.X, _world.CurrentScreenPosition.Y + 1));
                }
                if (_keyboardState.IsKeyDown(Keys.Left) && !_lastKeyboardState.IsKeyDown(Keys.Left)) {
                    _world.MoveToScreen(new Vector2(_world.CurrentScreenPosition.X - 1, _world.CurrentScreenPosition.Y));
                }
                if (_keyboardState.IsKeyDown(Keys.Right) && !_lastKeyboardState.IsKeyDown(Keys.Right)) {
                    _world.MoveToScreen(new Vector2(_world.CurrentScreenPosition.X + 1, _world.CurrentScreenPosition.Y));
                }
                if (_keyboardState.IsKeyDown(Keys.F2) && !_lastKeyboardState.IsKeyDown(Keys.F2)) {
                    _world.Save("World.map");
                }

                if (MapViewport.Bounds.Contains(_mouse.Position)) {
                    if (_mouse.LeftButton == ButtonState.Pressed) {
                        Tile tile = (Tile)_primaryTile.Clone();
                        tile.LocalPosition = new Vector3(_cursorMapPosition.X, _cursorMapPosition.Y, 0);
                        tile.WorldPosition = new Vector3(_cursorMapPosition.X + (_world.CurrentScreenPosition.X * Screen.ScreenWidth), _cursorMapPosition.Y + (_world.CurrentScreenPosition.Y * Screen.ScreenHeight), 0);
                        _world.CurrentScreen.SetTile(_cursorMapPosition.X.ToInt32(), _cursorMapPosition.Y.ToInt32(), tile);
                    }
                    if (_mouse.RightButton == ButtonState.Pressed) {
                        Tile tile = (Tile)_secondaryTile.Clone();
                        tile.LocalPosition = new Vector3(_cursorMapPosition.X, _cursorMapPosition.Y, 0);
                        tile.WorldPosition = new Vector3(_cursorMapPosition.X + (_world.CurrentScreenPosition.X * Screen.ScreenWidth), _cursorMapPosition.Y + (_world.CurrentScreenPosition.Y * Screen.ScreenHeight), 0);
                        _world.CurrentScreen.SetTile(_cursorMapPosition.X.ToInt32(), _cursorMapPosition.Y.ToInt32(), tile);
                    }
                }
                if (TilesViewport.Bounds.Contains(_mouse.Position)) {
                    _cursorMapPosition = new Vector2((_mouse.Position.X - TilesViewport.Bounds.X) / 32, _mouse.Position.Y / 32);
                    int rowLength = TilesViewport.Width / 32;

                    if (_mouse.LeftButton == ButtonState.Pressed) {
                        int index = (int)(_cursorMapPosition.X + rowLength * _cursorMapPosition.Y);
                        if (index < _tileset.Tiles.Length) {
                            _primaryTile = _tileset.Tiles[index];
                        }
                    }
                    if (_mouse.RightButton == ButtonState.Pressed) {
                        int index = (int)(_cursorMapPosition.X + rowLength * _cursorMapPosition.Y);
                        if (index < _tileset.Tiles.Length) {
                            _secondaryTile = _tileset.Tiles[index];
                        }
                    }
                }

                _lastKeyboardState = _keyboardState;

                base.Update(gameTime);
            } else {
                Debug.Print("Not Active");
            }
        }
Exemple #4
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        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            _tileset = new Tileset("Textures/overworld");
            _tileset.LoadContent(Content);
            _primaryTile = _tileset.Tiles[0];
            _secondaryTile = _tileset.Tiles[1];

            _world.LoadContent(Content);

            // TODO: use this.Content to load your game content here
        }
Exemple #5
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 public void SetTile(int x, int y, Tile tile)
 {
     if (x >= 0 && x < ScreenWidth && y >= 0 && y < ScreenHeight) {
         Tiles[x, y] = tile;
     }
 }
Exemple #6
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 public Screen(Vector2 worldPosition)
 {
     WorldPosition = worldPosition;
     Tiles = new Tile[ScreenWidth, ScreenHeight];
     GameObjects = new List<GameObject>();
 }