public void buildActorsForOgmo1() { List <Dictionary <string, string> > bgString = FlxXMLReader.readNodesFromOel1File("Lemonade/levels/slf/level" + FlxG.level + ".oel", "level/characters"); foreach (Dictionary <string, string> nodes in bgString) { if (nodes["Name"] == "player") { buildActor("andre", Convert.ToInt32(nodes["x"]), Convert.ToInt32(nodes["y"])); } if (nodes["Name"] == "liselot") { buildActor("liselot", Convert.ToInt32(nodes["x"]), Convert.ToInt32(nodes["y"])); } if (nodes["Name"] == "worker") { buildActor("worker", Convert.ToInt32(nodes["x"]), Convert.ToInt32(nodes["y"])); } if (nodes["Name"] == "army") { buildActor("army", Convert.ToInt32(nodes["x"]), Convert.ToInt32(nodes["y"])); } if (nodes["Name"] == "inspector") { buildActor("inspector", Convert.ToInt32(nodes["x"]), Convert.ToInt32(nodes["y"])); } if (nodes["Name"] == "chef") { buildActor("chef", Convert.ToInt32(nodes["x"]), Convert.ToInt32(nodes["y"])); } } List <Dictionary <string, string> > objects = FlxXMLReader.readNodesFromOel1File("Lemonade/levels/slf/level" + FlxG.level + ".oel", "level/objects"); }
public void buildTilesetForOgmo1() //string LevelFile, string Tiles { //push width / height to flxg.levelheight; Dictionary <string, string> w = FlxXMLReader.readAttributesFromOelFile("Lemonade/levels/slf/level1.oel", "level/width"); FlxG.levelWidth = Convert.ToInt32(w["width"]); Dictionary <string, string> h = FlxXMLReader.readAttributesFromOelFile("Lemonade/levels/slf/level1.oel", "level/height"); FlxG.levelHeight = Convert.ToInt32(h["height"]); Console.WriteLine("FlxG.lw = {0} {1}", FlxG.levelWidth, FlxG.levelHeight); // ------------------------------------------ List <Dictionary <string, string> > bgString = FlxXMLReader.readNodesFromOel1File("Lemonade/levels/slf/level" + FlxG.level + ".oel", "level/solids"); foreach (Dictionary <string, string> nodes in bgString) { FlxTileblock ta = new FlxTileblock(Convert.ToInt32(nodes["x"]), Convert.ToInt32(nodes["y"]), Convert.ToInt32(nodes["w"]), Convert.ToInt32(nodes["h"])); ta.loadTiles(FlxG.Content.Load <Texture2D>("Lemonade/slf1/level1/level1_tiles"), 10, 10, 0); ta.auto = FlxTileblock.AUTO; collidableTileblocks.add(ta); } }