public bool SpawnMine(RenderLevel level, Object obj) { if (Score >= 200) { MineSpawnList.Add(obj); Score -= 200; } return(true); }
public TileEditorManager(ContentManager Content, PlanetLevel inputLevel, GameWindow gameWindow) { State = "Loading"; var baseSize = Content.Load <Texture2D>(@"Tileset/Earth/Tile_Earth_Wall"); this.baseSize = baseSize.Width; hud = new SelectionHUD(Content); layoutCam = new Camera2D(gameWindow); //input = new EditorInput(baseSize.Width); render = new RenderLevel(_textureManager); select = new SelectTile(this.baseSize); planetLevel = inputLevel; State = "Rendering"; }
public void Render() { Gl.glShadeModel(Gl.GL_LINE_SMOOTH); Gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); Gl.glClear(Gl.GL_COLOR_BUFFER_BIT); for (int i = 0; i < 11; i++) { RenderLevel render = backgroundImage; if (render.getLevel() == i) //按照等级来决定绘画顺序,只划分0-10级 { render.RenderByLevel(); } render = option; if (render.getLevel() == i) //按照等级来决定绘画顺序,只划分0-10级 { render.RenderByLevel(); } } Gl.glFinish(); }
public TileEditorManager( ContentManager Content, SpriteBatch spriteBatch, TextureManager textureManager, GameWindow gameWindow) { _textureManager = textureManager; _spriteBatch = spriteBatch; State = "Loading"; var baseSize = _textureManager.Wall; this.baseSize = baseSize.Width; hud = new SelectionHUD(Content); layoutCam = new Camera2D(gameWindow); render = new RenderLevel(_textureManager); select = new SelectTile(this.baseSize); layoutCam.Pos = planetLevel.SetToMiddle(planetLevel); State = "Rendering"; }
public bool Spawn(RenderLevel level, Object obj) { ObjSpawnList.Add(obj); return(true); }