Esempio n. 1
0
        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]);
                }
            }
        }
Esempio n. 2
0
 public bool HasObject(Level.RoomItems obj)
 {
     return(objects.Contains(obj));
 }
Esempio n. 3
0
 public void AddObject(Level.RoomItems obj)
 {
     objects.Add(obj);
 }
Esempio n. 4
0
        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);
            }
        }