public void StartEditor() { Game.I.Screen = Screens.editor; Game.I.editingPlatform = new IGPos(1, 1, 0); Game.I.level = Level.Load(CastlesConfigurationReader.GetConfiguration().Editor.Level);; }
public static Entity CreateEntity(EntityDef md) { //tohle je tu nejake divne.... if (md.ET == EntityType.Player) { md.Class = "Castles.Player"; } string cls = CastlesConfigurationReader.GetConfiguration().GetEntityByType(md.ET).Class; try { Type t = Assembly.GetExecutingAssembly().GetType(cls); Object oh = Activator.CreateInstance(t); Entity m = oh as Entity; if (m != null) { m.position = new IGPos(md.X, md.Y, md.Layer); m.positionOriginal = new IGPos(md.X, md.Y, md.Layer); return(m); } } catch (Exception ex) { Console.WriteLine("Cannot create entity. Something went wrong:", ex); } return(null); }
public void Init() { this.gameStatus = GameStatus.Preparing; this.resourceManager = new ResourceManager(); this.screenManager = new ScreenManager(); this.eventManager = new EventManager(); this.inputManager = new InputManager(); InitExperienceTable(); resourceManager.Init(CastlesConfigurationReader.GetConfiguration().DataFolder); boardOrigin = new Vector2i(500, 200); screenManager.StartNewGame(); // set initial screen screenManager.StartEditor(); }
public override void Die() { if (!CastlesConfigurationReader.GetConfiguration().Immortal) { base.Die(); // play sound... if (lives == 0) { Game.I.screenManager.GameOver(); } else { Game.I.level.PutMonstersToOriginalPositions(); } } }
public void Init(string dir) { Cache_texture = new Dictionary <string, Texture>(); Cache_audio = new Dictionary <string, object>(); Texts = new Dictionary <string, string>(); this.gameDirectory = dir; // load all from config if (CastlesConfigurationReader.GetConfiguration().Gfxs != null) { foreach (Gfx pgfx in CastlesConfigurationReader.GetConfiguration().Gfxs) { Load_Texture(pgfx); } } // texts Texts.Add("WINDOW_CAPTION", "test window caption"); //// animated sprites... //Load_Sprite("TestAnim.png", "TestAnim", 32, 32, 0); //// monsters //Load_Sprite("TreeTough.png", "TreeTough", 61, 65, 0); //Load_Sprite("TreeFeeding.png", "TreeFeeding", 32, 64, 0); //Load_Sprite("TreeDead.png", "TreeDead", 61, 63, 0); //Load_Sprite("Thuja.png", "Thuja", 29, 60, 0); //Load_Sprite("Snowman.png", "Snowman", 34, 35, 0); //Load_Sprite("BooobakMonster.png", "BooobakMonster", 32, 35, 0); //// player sprites ... load them //Load_Sprite("player.png", "player_walk_right_down", 48, 64, 2); //Load_Sprite("player.png", "player_walk_right_up", 48, 64, 3); //Load_Sprite("player.png", "player_walk_left_down", 48, 64, 0); //Load_Sprite("player.png", "player_walk_left_up", 48, 64, 1); }