Esempio n. 1
0
    /// <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());
            }
        }
    }
Esempio n. 2
0
 private static void RestartManagers()
 {
     RoomManager.Restart();
     SchoolManager.Restart();
     GarageManager.Restart();
     TManager.Restart();
     DontDestroy.Restart();
     Clearing();
 }
Esempio n. 3
0
 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);
 }
Esempio n. 5
0
        /// <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)]);
        }
Esempio n. 6
0
 /// <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;
 }
Esempio n. 7
0
 /// <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);
     }
 }
Esempio n. 8
0
        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();
        }
Esempio n. 9
0
        //public Logger _logger = new Logger("ChatManagerLog", false);

        public ChatManager(TManager tmanager)
        {
            _tmanager       = tmanager;
            _commandList    = _tmanager._main._commandList;
            _commandManager = new CommandManager(this);
        }
Esempio n. 10
0
 // Start is called before the first frame update
 void Start()
 {
     tmanager = this.GetComponent <TManager>();
 }
Esempio n. 11
0
 public void StartTwitchThread()
 {
     //ThreadManager._resetEvents["settingsloaded"].WaitOne();
     _tManager = new TManager(this);
 }
Esempio n. 12
0
        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
        }