public void RemoveObject(Level.RoomItems obj) { List <Level.RoomItems> tempObjects = objects; objects.Clear(); for (int i = 0; i < tempObjects.Count; i++) { if (tempObjects[i] != obj) { objects.Add(tempObjects[i]); } } }
public bool HasObject(Level.RoomItems obj) { return(objects.Contains(obj)); }
public void AddObject(Level.RoomItems obj) { objects.Add(obj); }
public static System.Drawing.Image GetTex(Level.RoomItems item) { switch (item) { case Level.RoomItems.WALL: return(Properties.Resources.wall); case Level.RoomItems.KILL: return(Properties.Resources.kill); case Level.RoomItems.WAY1INL: return(Properties.Resources.way1inl); case Level.RoomItems.WAY1INR: return(Properties.Resources.way1inr); case Level.RoomItems.WAY1INU: return(Properties.Resources.way1inu); case Level.RoomItems.WAY1IND: return(Properties.Resources.way1ind); case Level.RoomItems.WAY1OUTL: return(Properties.Resources.way1outl); case Level.RoomItems.WAY1OUTR: return(Properties.Resources.way1outr); case Level.RoomItems.WAY1OUTU: return(Properties.Resources.way1outu); case Level.RoomItems.WAY1OUTD: return(Properties.Resources.way1outd); case Level.RoomItems.WALL_L: return(Properties.Resources.wall_l); case Level.RoomItems.WALL_R: return(Properties.Resources.wall_r); case Level.RoomItems.WALL_U: return(Properties.Resources.wall_u); case Level.RoomItems.WALL_D: return(Properties.Resources.wall_d); case Level.RoomItems.CRAWL_4: return(Properties.Resources.crawl_4); case Level.RoomItems.CRAWL_LR: return(Properties.Resources.crawl_lr); case Level.RoomItems.CRAWL_UD: return(Properties.Resources.crawl_ud); case Level.RoomItems.CRAWL_LU: return(Properties.Resources.crawl_lu); case Level.RoomItems.CRAWL_LD: return(Properties.Resources.crawl_ld); case Level.RoomItems.CRAWL_RU: return(Properties.Resources.crawl_ru); case Level.RoomItems.CRAWL_RD: return(Properties.Resources.crawl_rd); case Level.RoomItems.LOCK_L: return(Properties.Resources.lock_l); case Level.RoomItems.LOCK_R: return(Properties.Resources.lock_r); case Level.RoomItems.LOCK_U: return(Properties.Resources.lock_u); case Level.RoomItems.LOCK_D: return(Properties.Resources.lock_d); case Level.RoomItems.PRESSURE_PLATE: return(Properties.Resources.pressure_plate); case Level.RoomItems.TELEPORT: case Level.RoomItems.NULL_TELEPORT: return(Properties.Resources.teleport); case Level.RoomItems.EXIT: return(Properties.Resources.exit); case Level.RoomItems.POWERUP: return(Properties.Resources.temp_powerup); case Level.RoomItems.HIDDEN: return(Properties.Resources.black_80x80); case Level.RoomItems.SPIKE_WALL_L: return(Properties.Resources.spike_wall_l); case Level.RoomItems.SPIKE_WALL_R: return(Properties.Resources.spike_wall_r); case Level.RoomItems.SPIKE_WALL_U: return(Properties.Resources.spike_wall_u); case Level.RoomItems.SPIKE_WALL_D: return(Properties.Resources.spike_wall_d); default: return(Properties.Resources.error_50x50); } }