public LifeWorld(Camera camera, String file, Game game) : base(camera) { // try //{ //StreamReader read = new StreamReader(file); String path = string.Format("Content/lifeworld.txt"); Stream fileStream = TitleContainer.OpenStream(path); StreamReader read = new StreamReader(fileStream); string line = read.ReadLine(); char[] setMatrix = line.ToCharArray(); char[] chars; /*String waste = setMatrix[0].ToString(); dimension = (setMatrix[0] - 48);*/ int count = 0; int.TryParse(line, out dimension); terrainMap = new int[dimension, dimension]; line = read.ReadLine(); while (line != null) { chars = line.ToCharArray(); for (int i = 0; i < chars.Length; i++) { if (i < dimension) { terrainMap[count, i] = (chars[i] - 48); } } line = read.ReadLine(); count++; } read.Close(); // } /* catch (FileNotFoundException e) { Console.WriteLine(e.Message); throw e; } catch (DirectoryNotFoundException e) { Console.WriteLine(e.Message); }*/ }
public GameWorld(Camera camera) { mCamera = camera; mGameObjects = new List<GameObject>(); mAddList = new List<GameObject>(); mRemoveList = new List<GameObject>(); mPhysicsWorld = new World(new Vector2(0, 0)); mDebugView = new DebugViewXNA(mPhysicsWorld); mAwake = false; mMaxFadeCountdown = 3f; mFadeCountdown = 0; mMonsterDeathVolume = .25f; }
public Game1() { mGraphics = new GraphicsDeviceManager(this); mGraphics.PreferredBackBufferWidth = 800; mGraphics.PreferredBackBufferHeight = 600; Content.RootDirectory = "Content"; mCamera = new Camera( null, new Vector2(0, 0), new Vector2(mGraphics.PreferredBackBufferWidth, mGraphics.PreferredBackBufferHeight)); mLifeWorld = new LifeWorld(mCamera, "Content/lifeworld.txt", this); //puzzleChunks = graveyardMaker.generatePuzzleSections(8); mDeathWorld = new DeathWorld(mCamera); // mCurrentWorld = mLifeWorld; mDesiredWorld = mCurrentWorld; //FarseerPhysics.Settings.ContinuousPhysics = false; }
public DeathWorld(Camera camera) : base(camera) { puzzleChunks = new List<int[,]>(); graveyardMaker = new PuzzleGenerator(); graveyardMap = new int[16, 16]; puzzleChunks = graveyardMaker.generatePuzzleSections(32); List<int> selections = new List<int>(); List<int[,]> initialMap = new List<int[,]>(); for (int i = 0; i < 16; i++) { int temp = deathRand.Next(1, 32); selections.Add(temp); } foreach (int s in selections) { initialMap.Add(puzzleChunks.ElementAt(s-1)); } for (int j = 0; j < 16; j++) { int[,] temp = initialMap.ElementAt(j); switch (j) { case 0: for (int k = 0; k < 4; k++) { for (int l = 0; l < 4; l++) { graveyardMap[k,l] = temp[k,l]; } } break; case 1: for (int m = 0; m < 4; m++) { for (int n = 0; n < 4; n++) { graveyardMap[m+4,n] = temp[m,n]; } } break; case 2: for (int m = 0; m < 4; m++) { for (int n = 0; n < 4; n++) { graveyardMap[m+8,n] = temp[m,n]; } } break; case 3: for (int m = 0; m < 4; m++) { for (int n = 0; n < 4; n++) { graveyardMap[m+12,n] = temp[m,n]; } } break; case 4: for (int k = 0; k < 4; k++) { for (int l = 0; l < 4; l++) { graveyardMap[k, l+4] = temp[k, l]; } } break; case 5: for (int m = 0; m < 4; m++) { for (int n = 0; n < 4; n++) { graveyardMap[m + 4, n+4] = temp[m, n]; } } break; case 6: for (int m = 0; m < 4; m++) { for (int n = 0; n < 4; n++) { graveyardMap[m+8, n + 4] = temp[m, n]; } } break; case 7: for (int m = 0; m < 4; m++) { for (int n = 0; n < 4; n++) { graveyardMap[m + 12, n + 4] = temp[m, n]; } } break; case 8: for (int k = 0; k < 4; k++) { for (int l = 0; l < 4; l++) { graveyardMap[k, l+8] = temp[k, l]; } } break; case 9: for (int m = 0; m < 4; m++) { for (int n = 0; n < 4; n++) { graveyardMap[m + 4, n+8] = temp[m, n]; } } break; case 10: for (int m = 0; m < 4; m++) { for (int n = 0; n < 4; n++) { graveyardMap[m + 8, n+8] = temp[m, n]; } } break; case 11: for (int m = 0; m < 4; m++) { for (int n = 0; n < 4; n++) { graveyardMap[m + 12, n+8] = temp[m, n]; } } break; case 12: for (int k = 0; k < 4; k++) { for (int l = 0; l < 4; l++) { graveyardMap[k, l + 12] = temp[k, l]; } } break; case 13: for (int m = 0; m < 4; m++) { for (int n = 0; n < 4; n++) { graveyardMap[m + 4, n + 12] = temp[m, n]; } } break; case 14: for (int m = 0; m < 4; m++) { for (int n = 0; n < 4; n++) { graveyardMap[m + 8, n + 12] = temp[m, n]; } } break; case 15: for (int m = 0; m < 4; m++) { for (int n = 0; n < 4; n++) { graveyardMap[m + 12, n + 12] = temp[m, n]; } } break; } } }