/// <summary> /// 页签红点提示 /// </summary> void UpdateRedPoint() { UITabGrid tabGrid = null; Dictionary <int, UITabGrid> dicTabs = null; if (dicUITabGrid.TryGetValue(1, out dicTabs)) { //属性 if (dicTabs != null && dicTabs.TryGetValue((int)PropPanelPageEnum.Page_Prop, out tabGrid)) { //tabGrid.SetRedPointStatus(); } //时装 if (dicTabs != null && dicTabs.TryGetValue((int)PropPanelPageEnum.Page_Fashion, out tabGrid)) { //tabGrid.SetRedPointStatus(); } //称号页签 if (dicTabs != null && dicTabs.TryGetValue((int)PropPanelPageEnum.Page_Title, out tabGrid)) { tabGrid.SetRedPointStatus(TManager.HaveNewTitle()); } } }
private static void RestartManagers() { RoomManager.Restart(); SchoolManager.Restart(); GarageManager.Restart(); TManager.Restart(); DontDestroy.Restart(); Clearing(); }
public PortalComponent(Game game, Texture2D tsheet, TRef Frame, TManager manager, Vector2 pos) : base(game) { texture = tsheet; Position = pos; myframe = Frame; myManager = manager; imageRect = new Rectangle(myframe.TLocX, myframe.TLocY, 128, 128); boundingRect = new Rectangle(Position.ToPoint(), imageRect.Size); game.Components.Add(this); }
public CollectableComponent(Game game, Texture2D tsheet, TRef Frame, TManager manager, Vector2 pos) : base(game) { texture = tsheet; Position = pos; myframe = Frame; myManager = manager; //get the reference on the tile sheet for the collectable imageRect = new Rectangle(myframe.TLocX, myframe.TLocY, 128, 128); boundingRect = new Rectangle(Position.ToPoint(), imageRect.Size); game.Components.Add(this); }
/// <summary> /// Retrieves an instance of the specified RecordManager from an internal cache. Creates a new instance using the default constructor if one doesn't already exist. /// </summary> /// <typeparam name="TManager"></typeparam> /// <returns></returns> public static TManager GetManager <TManager>() where TManager : IRecordManager { if (!_managers.ContainsKey(typeof(TManager))) { lock (_managers) { if (!_managers.ContainsKey(typeof(TManager))) { TManager manager = Activator.CreateInstance <TManager>(); _managers[typeof(TManager)] = manager; } } } return((TManager)_managers[typeof(TManager)]); }
/// <summary> /// Lock the tetrimino into place, preventing any further actions. /// </summary> private void LockTetrimino() { StopAllCoroutines(); // remove tetrimino from player reference PController.CurrentTetrimino = null; // remove ghost piece. Destroy(GhostPiece); // mark final positions of tetrimino pieces BManager.MarkPosition(gameObject, true); // clear tetriminos if full lines exist BManager.ClearTetriminos(gameObject); // spawn new tetrimino TManager.SpawnTetrimino(null); // allow hold action PController.CanHold = true; }
/// <summary> /// Holding a tetrimino, storing it for later use. /// </summary> public void Hold() { if (PController.CanHold) { // prevent more than one hold action in a row PController.CanHold = false; // remove current tetrimino from player reference PController.CurrentTetrimino = null; // spawn new piece TManager.SpawnTetrimino(PController.HeldTetrimino); // add piece as currently held piece PController.HeldTetrimino = this; // update held piece display TManager.DisplayHeldTetrimino(); // remove current tetrimino from the board gameObject.SetActive(false); } }
public TRender(Game game) : base(game) { game.Components.Add(this); tileManager = new TManager(); tSheet = Game.Content.Load <Texture2D> ("TileSheetOne"); // get TileSheet // create a new tile from the TileSheet in list (locX, locY, IndexNum) tRefs.Add(new TRef(0, 9, 0)); // blank space tRefs.Add(new TRef(0, 0, 1)); // Ground with grass tRefs.Add(new TRef(0, 1, 2)); // Ground string[] tNames = { "Empty", "Ground1", "Ground2" }; // names of tiles string[] impassableTiles = { "Ground1", "Ground2" }; tsWidth = tSheet.Width / tsColumns; // gets Width of tiles tsHeight = tSheet.Height / tsRows; // gets Height of tiles // creates Layer of Ground tileManager.addLayer("Background", tNames, tileMap, tRefs, tsWidth, tsHeight); // sets Ground as Active Layer tileManager.ActiveLayer = tileManager.GetLayer("Background"); // Creates a set of impassable tiles tileManager.ActiveLayer.makeImpassable(impassableTiles); // sets the current tile tileManager.CurrentTile = tileManager.ActiveLayer.Tiles[0, 0]; //Sets Collison tiles SetupCollison(); }
//public Logger _logger = new Logger("ChatManagerLog", false); public ChatManager(TManager tmanager) { _tmanager = tmanager; _commandList = _tmanager._main._commandList; _commandManager = new CommandManager(this); }
// Start is called before the first frame update void Start() { tmanager = this.GetComponent <TManager>(); }
public void StartTwitchThread() { //ThreadManager._resetEvents["settingsloaded"].WaitOne(); _tManager = new TManager(this); }
public TRender(Game game) : base(game) { tSheet = Game.Content.Load <Texture2D> ("Sprites/TileSheet3"); // get TileSheet tsWidth = tSheet.Width / tsColumns; // gets Width of tiles tsHeight = tSheet.Height / tsRows; // gets Height of tiles _current = LevelStates.LevelOne; #region Tile Maps // Level 1 tileMap = new int[, ] { { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 14, 2, 2, 2, 2, 2, 2, 2, 2, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 16, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, }, { 1, 1, 1, 1, 17, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, }, { 0, 0, 0, 0, 0, 0, 16, 1, 1, 17, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 13, 1, 0, 74, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1, 1, 12, 0, 0, 74, 2, 2, 2, 1, 1, 2, 2, 2, 2, 2, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 2, 0, 0, 13, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 2, 0, 0, 0, 2, 2, 2, 2, 2, 2, 1, 1, 2, 2, 2, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 2, 2, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, }, { 74, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 0, 2, 2, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, }, { 77, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 0, 2, 2, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, }, { 80, 80, 0, 0, 0, 0, 0, 74, 74, 0, 0, 0, 0, 0, 0, 0, 74, 0, 0, 0, 0, 2, 2, 1, 1, 1, 1, 1, 1, 12, 2, 2, 2, 2, 2, 2, 2, 2, 2, }, { 2, 70, 0, 0, 0, 0, 0, 77, 77, 0, 0, 0, 0, 0, 0, 0, 77, 0, 0, 0, 0, 2, 1, 2, 2, 2, 2, 2, 2, 0, 2, 2, 2, 2, 1, 1, 1, 2, 2, }, { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, }, { 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, }, }; // level 2 tileMap2 = new int[, ] { { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, { 0, 0, 0, 0, 0, 34, 31, 31, 33, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, { 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 75, 0, 0, 0, 0, 0, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, { 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 26, 3, 25, 0, 0, 0, 26, 4, 4, 25, 0, 0, 0, 0, 0, 0, 29, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, { 67, 0, 0, 0, 0, 0, 0, 4, 4, 0, 0, 4, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 4, 4, 3, 3, 30, 0, 0, 0, 0, 29, 3, }, { 3, 3, 30, 0, 0, 0, 0, 0, 4, 4, 0, 4, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 4, 4, 4, 4, 0, 0, 0, 0, 0, 0, 0, }, { 4, 4, 0, 0, 0, 0, 0, 0, 0, 4, 4, 4, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 4, 4, 0, 0, 0, 4, 0, 0, 0, 0, 0, 75, 0, }, { 4, 4, 0, 0, 0, 0, 0, 0, 0, 0, 4, 4, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 4, 4, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 78, 0, }, { 4, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 4, 75, 0, 0, 0, 3, 3, 3, }, { 4, 0, 75, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 75, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 4, 3, 3, 4, 4, 4, 4, 4, }, { 68, 0, 78, 78, 3, 3, 3, 0, 0, 0, 0, 4, 3, 25, 0, 0, 29, 3, 30, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, }, { 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 26, 3, 4, 0, 0, 0, 0, 4, 0, 0, 0, 0, 26, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, }, { 4, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 4, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, }, { 4, 4, 75, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, }, { 4, 4, 78, 75, 0, 0, 0, 0, 0, 0, 4, 4, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, }, { 3, 3, 3, 3, 3, 3, 3, 0, 0, 0, 3, 3, 3, 0, 0, 0, 29, 3, 30, 0, 0, 0, 0, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, }, }; // level 3 tileMap3 = new int[, ] { { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 73, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 76, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 35, 5, 36, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, { 0, 0, 0, 0, 0, 35, 5, 36, 0, 0, 0, 35, 5, 36, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 73, 0, 0, 0, 0, 0, 0, 0, }, { 0, 73, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 76, 73, 0, 0, 0, 0, 0, 0, }, { 0, 76, 73, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 35, 5, 5, 5, 5, 5, 5, 5, 5, }, { 0, 35, 5, 36, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 39, 5, 5, 5, 5, 0, 0, 0, 0, 0, 37, 7, 7, 7, 7, 7, 7, 7, 7, 7, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6, 0, 0, 0, 39, 5, 7, 6, 6, 6, 6, 6, 6, 6, 6, 6, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 35, 5, 36, 0, 0, 0, 0, 0, 6, 6, 6, 6, 0, 0, 0, 0, 7, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, }, { 0, 0, 0, 0, 0, 35, 5, 36, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6, 0, 0, 0, 0, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, }, { 73, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6, 0, 0, 0, 0, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, }, { 76, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6, 0, 0, 0, 0, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, }, { 5, 5, 5, 0, 0, 0, 0, 73, 0, 0, 0, 0, 73, 0, 0, 0, 0, 0, 0, 39, 5, 5, 5, 5, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, }, { 6, 6, 6, 5, 5, 0, 0, 76, 0, 0, 0, 0, 76, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6, 0, 0, 0, 0, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, }, { 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6, 0, 0, 0, 0, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, }, { 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, }, }; // level 4 tileMap4 = new int[, ] { { 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, { 0, 0, 0, 0, 0, 52, 7, 51, 0, 0, 0, 0, 0, 52, 7, 51, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 52, 7, 51, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, { 0, 0, 0, 0, 0, 52, 7, 51, 0, 0, 0, 0, 0, 52, 7, 51, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 52, 7, 7, 51, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, { 0, 0, 0, 0, 0, 52, 7, 51, 0, 0, 0, 0, 0, 52, 7, 51, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, { 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 52, 7, 51, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, }, }; #endregion game.Components.Add(this); tileManager = new TManager(); //TRefs needed to be passed into Component classes to be drawn, had to be multiplied by 128, the size of the tiles Collectable = new TRef(128 * 8, 128, 64); GoldenGem = new TRef(0, 0, 82); ClosedPortal = new TRef(128 * 8, 128 * 2, 67); OpenPortal = new TRef(128 * 9, 128 * 2, 68); //Enemies SlugEnemy = new TRef(8 * 128, 0, 61); // Slug Enemy Alien = new TRef(9 * 128, 0, 62); // Alien Shooter BombBoy = new TRef(10 * 128, 0, 63); // BombBoy }