Esempio n. 1
0
        internal static bool isObjectNeedPosition(EObjectID selectedIndex)
        {
            switch (selectedIndex)
            {
            case EObjectID.GROUND:
            case EObjectID.ROPE:
            case EObjectID.STAIR:
            case EObjectID.WALL:
            case EObjectID.STAIRFLAGCHANGE:
            case EObjectID.BLOCK:
            case EObjectID.SWINGBAR:
            case EObjectID.FIREGROUND:
            case EObjectID.SLIDECOLUMN:
            case EObjectID.LEVELCOMPLETE:
                return(false);

            case EObjectID.APPLE:
            case EObjectID.CAMEL:
            case EObjectID.ENEMY1:
            case EObjectID.ENEMY2:
            case EObjectID.ENEMY3:
            case EObjectID.ENEMY4:
            case EObjectID.ENEMY5:
            case EObjectID.JUMPBAR:
            default:
                return(true);
            }
        }
Esempio n. 2
0
 public GameObject(int x, int y, int width, int height, EObjectID id)
 {
     this.X      = x;
     this.Y      = y;
     this.Width  = width;
     this.Height = height;
     this.Id     = id;
 }
Esempio n. 3
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        internal static Bitmap GetObjectImg(EObjectID id)
        {
            switch (id)
            {
            case EObjectID.APPLE:
                return(new Bitmap(NMGame_MapEditor.Properties.Resources.Apple));

            case EObjectID.COLLAPSEGROUND:
                return(new Bitmap(NMGame_MapEditor.Properties.Resources.CollapseGround));

            case EObjectID.JUMPBAR:
                return(new Bitmap(NMGame_MapEditor.Properties.Resources.JumpBar));

            case EObjectID.ENEMY1:
                return(new Bitmap(NMGame_MapEditor.Properties.Resources.Enemy1));

            case EObjectID.ENEMY2:
                return(new Bitmap(NMGame_MapEditor.Properties.Resources.Enemy2));

            case EObjectID.ENEMY3:
                return(new Bitmap(NMGame_MapEditor.Properties.Resources.Enemy3));

            case EObjectID.ENEMY4:
                return(new Bitmap(NMGame_MapEditor.Properties.Resources.Enemy4));

            case EObjectID.ENEMY5:
                return(new Bitmap(NMGame_MapEditor.Properties.Resources.Enemy5));

            case EObjectID.THROWPOT:
                return(new Bitmap(NMGame_MapEditor.Properties.Resources.ThrowPotEnemy));

            case EObjectID.CHECKPOINT:
                return(new Bitmap(NMGame_MapEditor.Properties.Resources.CheckPoint));

            case EObjectID.LAMP:
                return(new Bitmap(NMGame_MapEditor.Properties.Resources.Lamp));

            case EObjectID.GEM:
                return(new Bitmap(NMGame_MapEditor.Properties.Resources.Gem));

            case EObjectID.HEATH:
                return(new Bitmap(NMGame_MapEditor.Properties.Resources.Health));

            case EObjectID.MONKEY:
                return(new Bitmap(NMGame_MapEditor.Properties.Resources.AbuToken));

            case EObjectID.GENIE:
                return(new Bitmap(NMGame_MapEditor.Properties.Resources.GenieToken));

            case EObjectID.PEDDLER:
                return(new Bitmap(NMGame_MapEditor.Properties.Resources.Peddler));

            default:
                return(new Bitmap(NMGame_MapEditor.Properties.Resources.Camel));
            }
        }
Esempio n. 4
0
        internal static bool isObjectNeedMoveRect(EObjectID selectedIndex)
        {
            switch (selectedIndex)
            {
            case EObjectID.ENEMY1:
            case EObjectID.ENEMY2:
                return(true);

            default:
                return(false);
            }
        }
Esempio n. 5
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        public GameObject(int left, int top, int right, int bottom, MyRECT moveRect, EObjectID objID, int posX = 0, int posY = 0)
        {
            mLeft      = left;
            mTop       = top;
            mRight     = right;
            mBottom    = bottom;
            mObjID     = objID;
            mPositionX = posX;
            mPositionY = posY;

            MStairLayer = 0;

            this.mMoveRect = moveRect;
        }
Esempio n. 6
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        public MapEditor()
        {
            InitializeComponent();
            mListObject = new List <GameObject>();

            foreach (EObjectID foo in EObjectID.GetValues(typeof(EObjectID)))
            {
                cbObjType.Items.Add(foo.ToString());
            }

            cursorState = CursorState.DoNothing;
            cursorState = CursorState.DoNothing;
            //cbObjType.SelectedIndex = 0;
            btnDrawRectangle.Visible = false;
            btnPlaceObject.Visible   = false;
            btnDrawMoveRect.Visible  = false;
        }
Esempio n. 7
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        public GameObject(int left, int top, int right, int bottom, EObjectID objID, int posX = 0, int posY = 0, int stairLayer = 0, int stairLayerCh1 = 0)
        {
            mLeft      = left;
            mTop       = top;
            mRight     = right;
            mBottom    = bottom;
            mObjID     = objID;
            mPositionX = posX;
            mPositionY = posY;

            mStairLayer = stairLayer;

            mStairLayerChangeFr = stairLayer;
            MStairLayerChangeTo = stairLayerCh1;

            this.mMoveRect = new MyRECT(0, 0, 0, 0);
        }
Esempio n. 8
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        internal static bool isObjectNeedDrawBoundingRect(EObjectID selectedIndex)
        {
            switch (selectedIndex)
            {
            case EObjectID.GROUND:
            case EObjectID.ROPE:
            case EObjectID.CAMEL:
            case EObjectID.APPLE:
            case EObjectID.COLLAPSEGROUND:
            case EObjectID.JUMPBAR:
            case EObjectID.CHECKPOINT:
            case EObjectID.GEM:
            case EObjectID.HEATH:
            case EObjectID.MONKEY:
            case EObjectID.GENIE:
                return(false);

            case EObjectID.ENEMY1:
            case EObjectID.STAIRFLAGCHANGE:
            default:
                return(true);
            }
        }