public TowerPlacement(int mouseX, int mouseY, object mapGraph) { mX = mouseX; mY = mouseY; map = (GUI_StatGraphics)mapGraph; // cast mapGraph object back into a class mapInts = map.MapInts; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here font = Content.Load <SpriteFont>("mainFont"); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here //GUI content----------------------------------------------------------------------------------// towerGraphs = new GUI_Anim[30]; enemyGraphs = new GUI_Anim[75]; towerGraphsPlaceholders = new GUI_Anim[2]; //font font = Content.Load <SpriteFont>("Arial"); //TEMP FONT //menu screen Texture2D menuImage = Content.Load <Texture2D>("GUI_Assets/menuscreen.png"); menuScreen = new GUI_StatGraphics(menuImage, new Point(750, 600), 1, 1, 1, new Vector2(0, 0)); //how to Texture2D howToImg1 = Content.Load <Texture2D>("GUI_Assets/htp1.png"); howTo1 = new GUI_StatGraphics(howToImg1, new Point(600, 400), 1, 1, 1, new Vector2(75, 50)); Texture2D howToImg2 = Content.Load <Texture2D>("GUI_Assets/htp2.png"); howTo2 = new GUI_StatGraphics(howToImg2, new Point(600, 400), 1, 1, 1, new Vector2(75, 50)); //map Texture2D mapImage = Content.Load <Texture2D>("GUI_Assets/mapassets3type.png"); Texture2D mapOverlay1 = Content.Load <Texture2D>("GUI_Assets/lv1_overlay.png"); mapGraph = new GUI_StatGraphics(mapImage, mapOverlay1, new Point(150, 50), 3, 1, 3, "newExampleMap1.txt"); mapGraph2 = new GUI_StatGraphics(mapImage, mapOverlay1, new Point(150, 50), 3, 1, 3, "FinalExampleMap2.txt"); //tower towerImage = Content.Load <Texture2D>("GUI_Assets/towerplaceholder"); lancerImage = Content.Load <Texture2D>("GUI_Assets/lancer"); //enemy enemyImage = Content.Load <Texture2D>("GUI_Assets/enemyplaceholder"); beeImage = Content.Load <Texture2D>("GUI_Assets/bees"); towerGraphsPlaceholders[0] = new GUI_Anim(towerImage, new Point(100, 150), 6, 3, 2, 1000, 0); towerGraphsPlaceholders[1] = new GUI_Anim(lancerImage, new Point(100, 150), 6, 3, 2, 1000, 0); //listing Texture2D listingImage = Content.Load <Texture2D>("GUI_Assets/storelistingplaceholder"); listing1 = new GUI_StatGraphics(listingImage, new Point(150, 150), 1, 1, 1, new Vector2(450, 500)); listing2 = new GUI_StatGraphics(listingImage, new Point(150, 150), 1, 1, 1, new Vector2(550, 500)); listing3 = new GUI_StatGraphics(listingImage, new Point(150, 150), 1, 1, 1, new Vector2(650, 500)); //store Texture2D backStoreImage = Content.Load <Texture2D>("GUI_Assets/storebackplaceholder"); storeBack = new GUI_StatGraphics(backStoreImage, new Point(750, 100), 1, 1, 1, new Vector2(0, 500)); //bought Texture2D boughtImage = Content.Load <Texture2D>("GUI_Assets/bought"); boughtSym = new GUI_Anim(boughtImage, new Point(25, 25), 1, 1, 1, 1, 0); #region Load Map 1 StreamReader load1 = new StreamReader("newExampleMap1.txt"); string line1; int tile1Row = 0; int tile1Column = 0; level1Tiles = new int[10, 15]; level1MapTile = new Tile[10, 15]; while ((line1 = load1.ReadLine()) != null) { if (line1 == "")//ignores the \n commands to split up rows in the array { continue; } else { char[] rowTiles = line1.ToCharArray(); foreach (char tile in rowTiles) { int type = 0; string tileStr = tile.ToString(); int.TryParse(tileStr, out type); level1Tiles[tile1Row, tile1Column] = type; tile1Column++; } tile1Row++; if (tile1Row > 9) //autobreaks if the loop exceeds number of rows in array { break; } tile1Column = 0; } } //converts recieved int array into tile array for (int row = 0; row < level1Tiles.GetLength(0); row++) { for (int column = 0; column < level1Tiles.GetLength(1); column++) { level1MapTile[row, column] = new Tile(row, column, 50, 50, level1Tiles[row, column]); } } //finds the start tile for the enemies foreach (Tile obj in level1MapTile) { if (obj.TileValue == 2) { startTile1 = obj; } } // values for first stage if (level == 1) { enemyNum = (level + 1) * 10 / 2; money = 1000; } #endregion #region Load Map 2 StreamReader load2 = new StreamReader("FinalExampleMap2.txt"); string line2; int tile2Row = 0; int tile2Column = 0; level2Tiles = new int[10, 15]; level2MapTile = new Tile[10, 15]; while ((line2 = load2.ReadLine()) != null) { if (line2 == "")//ignores the \n commands to split up rows in the array { continue; } else { char[] rowTiles = line2.ToCharArray(); foreach (char tile in rowTiles) { int type = 0; string tileStr = tile.ToString(); int.TryParse(tileStr, out type); level2Tiles[tile2Row, tile2Column] = type; tile2Column++; } tile2Row++; if (tile2Row > 9) //autobreaks if the loop exceeds number of rows in array { break; } tile2Column = 0; } } //converts recieved int array into tile array for (int row = 0; row < level2Tiles.GetLength(0); row++) { for (int column = 0; column < level2Tiles.GetLength(1); column++) { level2MapTile[row, column] = new Tile(row, column, 50, 50, level2Tiles[row, column]); } } //finds the start tile for the enemies foreach (Tile obj in level2MapTile) { if (obj.TileValue == 2) { startTile2 = obj; } } #endregion }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here font = Content.Load <SpriteFont>("mainFont"); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here //GUI content----------------------------------------------------------------------------------// //font font = Content.Load <SpriteFont>("Arial"); //TEMP FONT //map // Texture2D mapImage = Content.Load <Texture2D>("GUI_Assets/mapassets3type.png"); // mapGraph = new GUI_StatGraphics(mapImage, new Point(150, 50), 3, 1, 3, "ExampleMap1.txt"); // // //tower // Texture2D towerImage = Content.Load <Texture2D>("GUI_Assets/towerplaceholder"); // //tower position vector should be tower position property from tower class // towerGraph = new GUI_Anim(towerImage, new Point(150, 50), 3, 1, 3, 1000); // // //enemy // Texture2D enemyImage = Content.Load <Texture2D>("GUI_Assets/enemyplaceholder"); // //enemy position vector should be enemy position property from enemy class // enemyGraph = new GUI_Anim(enemyImage, new Point(150, 50), 3, 1, 3, 1000); // //listing // Texture2D listingImage = Content.Load <Texture2D>("GUI_Assets/storelistingplaceholder"); // listing1 = new GUI_StatGraphics(listingImage, new Point(150, 150), 1, 1, 1, new Vector2(450, 500)); // listing2 = new GUI_StatGraphics(listingImage, new Point(150, 150), 1, 1, 1, new Vector2(550, 500)); // listing3 = new GUI_StatGraphics(listingImage, new Point(150, 150), 1, 1, 1, new Vector2(650, 500)); // //store // Texture2D backStoreImage = Content.Load <Texture2D>("GUI_Assets/storebackplaceholder"); // storeBack = new GUI_StatGraphics(backStoreImage, new Point(750, 100), 1, 1, 1, new Vector2(0, 500)); // StreamReader load = new StreamReader("ExampleMap1.txt"); string line; int tileRow = 0; int tileColumn = 0; tiles = new int[10, 15]; mapTile = new Tile[10, 15]; while ((line = load.ReadLine()) != null) { if (line == "")//ignores the \n commands to split up rows in the array { continue; } else { char[] rowTiles = line.ToCharArray(); foreach (char tile in rowTiles) { int type = 0; string tileStr = tile.ToString(); int.TryParse(tileStr, out type); tiles[tileRow, tileColumn] = type; tileColumn++; } tileRow++; if (tileRow > 9) //autobreaks if the loop exceeds number of rows in array { break; } tileColumn = 0; } } //converts recieved int array into tile array for (int row = 0; row < tiles.GetLength(0); row++) { for (int column = 0; column < tiles.GetLength(1); column++) { mapTile[row, column] = new Tile(row * 50, column * 50, 50, 50, tiles[row, column]); } } }