public TileLayer(string name, LayerTraits options, int cdelay) { Name = name; Options = options; clearDelay = cdelay; clearCounter = 0; }
public static void GenerateNewLayer(int XCount, int YCount, int SingleWidth, int SingleHeight, Tile clearTile, string layerName, LayerTraits options = 0) { Settings.Dimensions = new Dimensions(XCount, YCount, SingleWidth, SingleHeight); Layers.Add(new TileLayer(layerName, options, Game1.UPS * 1)); Layers.Last().Generate(clearTile); SetActiveLayer(Layers.Count - 1); }
public static void GenerateNewLayer(Dimensions dim, Tile clearTile, string layerName, LayerTraits options = 0) { Settings.Dimensions = dim; Layers.Add(new TileLayer(layerName, options, Game1.UPS * 1)); Layers.Last().Generate(clearTile); SetActiveLayer(Layers.Count - 1); }
protected void InitAcceptButton() { AcceptButton = new Button(UI.GetInterface(Name), "Done", 24, TextOrientation.Center, new Vector2(Game1.ScreenWidth - 225, Game1.ScreenHeight - 75), new Vector2(200, 50), origin, hover, pressed); AcceptButton.Clicked += (sender) => { ListBox lb = (LayerSettingsWindow[7] as ListBox); traits = 0; for (int i = 0; i < lb.Count; i++) { if (lb[i] == availableTraits[0] && (traits & LayerTraits.AffectsMovementSpeed) != LayerTraits.AffectsMovementSpeed) traits |= LayerTraits.AffectsMovementSpeed; if (lb[i] == availableTraits[1] && (traits & LayerTraits.CastShadow) != LayerTraits.CastShadow) traits |= LayerTraits.CastShadow; if (lb[i] == availableTraits[2] && (traits & LayerTraits.Collision) != LayerTraits.Collision) traits |= LayerTraits.Collision; if (lb[i] == availableTraits[3] && (traits & LayerTraits.FunctionLayer) != LayerTraits.FunctionLayer) traits |= LayerTraits.FunctionLayer; if (lb[i] == availableTraits[4] && (traits & LayerTraits.Transparent) != LayerTraits.Transparent) traits |= LayerTraits.Transparent; if (lb[i] == availableTraits[5] && (traits & LayerTraits.Stainable) != LayerTraits.Stainable) traits |= LayerTraits.Stainable; if (lb[i] == availableTraits[6] && (traits & LayerTraits.ProjectileCollision) != LayerTraits.ProjectileCollision) traits |= LayerTraits.ProjectileCollision; if (lb[i] == availableTraits[7] && (traits & LayerTraits.NPCCollision) != LayerTraits.NPCCollision) traits |= LayerTraits.NPCCollision; if (lb[i] == availableTraits[8] && (traits & LayerTraits.ItemCollision) != LayerTraits.ItemCollision) traits |= LayerTraits.ItemCollision; } Map.GenerateNewLayer(Map.Settings.Dimensions, Map.Settings.AccessibleTiles.PlaceholderTile, layerName, traits); GameStateManager.TransitionState(GameStateManager.PreviousState); }; }