/// <summary> Adds field to the entry for plural forms </summary> public void MergeInField(LiftObject extensible, string typeAttribute, DateTime dateCreated, DateTime dateModified, LiftMultiText contents, List <Trait> traits) { var textEntry = new LiftMultiText(contents.FirstValue.Key, contents.FirstValue.Value.Text); var fieldEntry = new LiftField(typeAttribute, textEntry); extensible.Fields.Add(fieldEntry); }
/// <summary> Adds in note, if there is one to add </summary> public void MergeInNote(LiftObject extensible, string type, LiftMultiText contents, string rawXml) { if (extensible is LiftEntry entry) { var note = new LiftNote( // This application only uses "basic" notes, which have no type null, new LiftMultiText(contents.FirstValue.Key, contents.FirstValue.Value.Text)); entry.Notes.Add(note); } }
/// <summary> Adds in media for audio pronunciation </summary> public void MergeInMedia(LiftObject pronunciation, string href, LiftMultiText caption) { var entry = (LiftEntry)pronunciation; var phonetic = new LiftPhonetic(); var url = new LiftUrlRef { Url = href }; phonetic.Media.Add(url); entry.Pronunciations.Add(phonetic); }
public SkipSense(Extensible info, Guid guid, LiftObject owner) : base(info, guid, owner) { Gloss = new LiftMultiText(); //Trait = new List<LiftTrait>(); }
public void MergeInRelation( LiftObject extensible, string relationTypeName, string targetId, string rawXml) { }
public void MergeInGrammaticalInfo(LiftObject senseOrReversal, string val, List <Trait> traits) { }
public LiftObject MergeInReversal( LiftSense sense, LiftObject parent, LiftMultiText contents, string type, string rawXml) { return(new LiftReversal()); }
public LiftObject GetOrMakeParentReversal(LiftObject parent, LiftMultiText contents, string type) { return(new LiftReversal()); }
/// <summary> Adds field to the entry for semantic domains </summary> public void MergeInTrait(LiftObject extensible, Trait trait) { extensible.Traits.Add(new LiftTrait { Name = trait.Name, Value = trait.Value }); }
public TestLevel(Texture2D texture, string mapname, Vector2 position) { this.mapname = mapname; this.position = position; switch (mapname) { case "map": map = new int[, ] { /*items*/ // 1 = blok // 3 = ladder // 5 = item // 7 = schuif obj // 9 = falldoor button // 11 // 2 = steen // 4 = button // 6 = door // 8 = fall door // 10 = pressure plate { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 1, 0, 1, 0, 1, 0, 3, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 7, 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, 0, 0, 0, 0, 0, 10, 0, 10, 0, 0, 0, 0, 0, 0, 6, 0, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 5, 0, 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, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 3, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 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, 0, 1, 1, 1, 1, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 1, 1, 1, 11, 0, 0, 0, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 0, 0, 4, 0, 0, 0, 1, 0, 1, 1, 1, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 3, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 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 }, { 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 6, 0, 0, 0, 1, 0, 1, 1, 1, 0, 0, 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, 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, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 1, 0, 1, 1, 1, 0, 0, 1, 1, 0, 0, 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, 5, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 5, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0 }, { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 5, 0, 9, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0 }, { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 3, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, { 1, 1, 1, 1, 1, 1, 1, 3, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 5, 0, 4, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 5, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, { 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 0, 5, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, { 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, { 1, 1, 1, 1, 1, 1, 1, 0, 5, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 5, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 4, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, }; break; } buttons = new List <Door_button>(); ladders = new List <Ladder>(); stones = new List <Steen>(); Tiles = new List <blok>(); collectibles = new List <CollectItem>(); doors = new List <Door>(); moveObjects = new List <MoveObject>(); Mdoors = new List <MoveDoor>(); Mbuttons = new List <MoveDoorButton>(); plates = new List <PressurePlate>(); CheckRtiles = new List <blok>(); CheckLtiles = new List <blok>(); CheckBtiles = new List <blok>(); this.tiletexture = texture; buttonIndex = 0; ladderIndex = 0; doorIndex = 0; center = new Vector2(this.Width / 2 * 44, this.Heigth / 2 * 44); SpawnNextlvl = false; for (int x = 0; x < Width; x++) { for (int y = 0; y < Heigth; y++) { //Assets in het Grid genereren int textureIndex = map[y, x]; if (textureIndex == 0) { continue; } switch (textureIndex) { case 1: blok tile = new blok(tiletexture, new Vector2(position.X + x * 44, position.Y + y * 44)); Tiles.Add(tile); break; case 2: Steen steen = new Steen(Game1.crushstone, 13, 1); AnimationClass animate = new AnimationClass(); steen.position = new Vector2(position.X + x * 44, position.Y + y * 44); steen.addAnimation(Game1.crushstone, "idle", 1, 13, animate.Copy()); steen.Animation = "idle"; stones.Add(steen); break; case 3: Ladder ladder = new Ladder(Game1.laddertextures[ladderIndex], new Vector2(position.X + x * 44, position.Y + y * 44)); ladderIndex++; ladders.Add(ladder); break; case 4: Door_button button = new Door_button(Game1.button_tex, 12, 1, buttonIndex); AnimationClass animate2 = new AnimationClass(); button.position = new Vector2(position.X + x * 44, position.Y + y * 44); button.addAnimation(Game1.button_tex, "idle", 1, 12, animate2.Copy()); button.Animation = "idle"; buttonIndex++; buttons.Add(button); break; case 5: CollectItem item = new CollectItem(Game1.slaktex, 50, 1); AnimationClass animate3 = new AnimationClass(); item.position = new Vector2(position.X + x * 44, position.Y + y * 44); item.addAnimation(Game1.slaktex, "idle", 1, 50, animate3.Copy()); item.Animation = "idle"; collectibles.Add(item); break; case 6: Door door = new Door(Game1.door_tex, new Vector2(position.X + x * 44, position.Y + y * 44), doorIndex); doorIndex++; doors.Add(door); break; case 7: MoveObject obj = new MoveObject(Game1.stonetex, 15, 1); AnimationClass animate5 = new AnimationClass(); obj.position = new Vector2(position.X + x * 44, position.Y + y * 44); obj.addAnimation(Game1.stonetex, "idle2", 1, 15, animate5.Copy()); obj.Animation = "idle2"; moveObjects.Add(obj); break; case 8: MoveDoor objdoor = new MoveDoor(Game1.fallStone, new Vector2(position.X + x * 44, position.Y + y * 44), moveDoorIndex); moveDoorIndex++; Mdoors.Add(objdoor); break; case 9: MoveDoorButton button2 = new MoveDoorButton(Game1.button_tex, 12, 1, moveButtonIndex); AnimationClass animate6 = new AnimationClass(); button2.position = new Vector2(position.X + x * 44, position.Y + y * 44); button2.addAnimation(Game1.button_tex, "idle", 1, 12, animate6.Copy()); button2.Animation = "idle"; moveButtonIndex++; Mbuttons.Add(button2); break; case 10: PressurePlate plate = new PressurePlate(Game1.pressureplate, new Vector2(position.X + x * 44, position.Y + y * 55)); plates.Add(plate); break; case 11: liftobject = new LiftObject(Game1.liftobj, new Vector2(position.X + x * 44, position.Y + y * 44)); break; } } } }