public new void UnExecute(GameMap gameMap) { Console.WriteLine("Unexecuting: "); PrintState(); List<int> newTiles = new List<int>(); // Get vertical portion var curTexture = MapEditorGlobals.CurrentActiveTexture; // We need to loop over the width of the editor for (int w = 0; w < SelectedTiles.Width / 32; w++) { for (int h = 0; h < SelectedTiles.Height / 32; h++) { var gX = SelectedTiles.X / 32 + w; var gY = SelectedTiles.Y / 32 + h; var tY = (gY) * curTexture.Width / 32; var tX = gX; var tileID = tY + tX; if (X + w >= gameMap.Layers[0].Width || Y + h >= gameMap.Layers[0].Height) continue; newTiles.Add(gameMap.Layers[Layer].MapTiles[X + w][Y + h].TileId); gameMap.Layers[Layer].MapTiles[X + w][Y + h].TileId = _previousTiles.First(); _previousTiles.Remove(_previousTiles.First()); } } }
public void UnExecute(GameMap gameMap) { if (_direction == LayerDirection.Up) gameMap.Layers.Swap(_layerID, _layerID + 1); else gameMap.Layers.Swap(_layerID, _layerID - 1); }
public new void UnExecute(GameMap gameMap) { foreach (var node in _affectedNodes) { gameMap.Layers[Layer].MapTiles[node.X][node.Y].TileId = node.ID; } }
public TileMapRenderer(GameScreen parentScreen, GameMap gameMap) { ParentScreen = parentScreen; _gameMap = gameMap; // Load up our texture if we need to _tilesetTexture = TextureLoader.GetTexture(@"Levels\castle.png", parentScreen.ScreenManager.GraphicsDevice); }
public new void Execute(GameMap gameMap) { if (X >= gameMap.Layers[0].Width || Y >= gameMap.Layers[0].Height) return; _previousID = gameMap.Layers[Layer].MapTiles[X][Y].TileId; gameMap.Layers[Layer].MapTiles[X][Y].TileId = -1; }
public void Execute(GameMap gameMap) { for (int index = _transactionPackage.Count - 1; index >= 0; index--) { var action = _transactionPackage[index]; action.Execute(gameMap); } }
public void SetMap(GameMap map) { _gameMap = map; if (screen != null) { screen.GameMap = map; screen._renderer._gameMap = map; } }
public void UnExecute(GameMap gameMap) { //_transactionPackage.Reverse(); // _transactionPackage.Reverse(); for (int index = 0; index < _transactionPackage.Count; index++) { var action = _transactionPackage[index]; action.UnExecute(gameMap); } }
public void Execute(GameMap gameMap) { Rectangle selected = _cutSection; var x = selected.X / 32; var y = selected.Y / 32; // We need to loop over the width of the editor for (int w = 0; w < selected.Width / 32; w++) { for (int h = 0; h < selected.Height / 32; h++) { gameMap.Layers[_layer].MapTiles[x + w][y + h].TileId = -1; } } }
public void UnExecute(GameMap gameMap) { Rectangle selected = _cutSection; var x = selected.X / 32; var y = selected.Y / 32; // We need to loop over the width of the editor for (int w = 0; w < _newData.GetLength(0); w++) { for (int h = 0; h < _newData.GetLength(1); h++) { gameMap.Layers[_layer].MapTiles[x + w][y + h].TileId = _oldData[w, h]; } } }
public new void Execute(GameMap gameMap) { _map = gameMap; _previousID = gameMap.Layers[Layer].MapTiles[X][Y].TileId; var gX = SelectedTiles.X / 32; var gY = SelectedTiles.Y / 32; var tY = (gY) * MapEditorGlobals.CurrentActiveTexture.Width / 32; var tX = gX; var tileID = tY + tX; // Restore the state, rewind for (int x = 0; x < gameMap.Layers[0].Width; x++) { for (int y = 0; y < gameMap.Layers[0].Height; y++) { Node node = new Node(x, y, gameMap.Layers[Layer].MapTiles[x][y].TileId); _affectedNodes.Add(node); } } FloodFill(new Node(X, Y, gameMap.Layers[Layer].MapTiles[X][Y].TileId), gameMap.Layers[Layer].MapTiles[X][Y].TileId, tileID, Layer); }
public MapEditScreen(GameMap gameMap) { GameMap = gameMap; }
public void Execute(GameMap gameMap) { gameMap.Layers.Insert(_position, _layerToAdd); }
public void UnExecute(GameMap gameMap) { gameMap.Layers[_layerID].Name = _previousName; }
public void Execute(GameMap gameMap) { _previousName = gameMap.Layers[_layerID].Name; gameMap.Layers[_layerID].Name = _newName; }
public SendMapPacket(GameMap map, ulong playerId) { Map = map; PlayerId = playerId; }
public void UnExecute(GameMap gameMap) { gameMap.Layers.Remove(_layerToAdd); }
public MapTransactionMananger(GameMap gameMap) { _gameMap = gameMap; }
public void UnExecute(GameMap gameMap) { }
public void UnExecute(GameMap gameMap) { gameMap.Layers.Insert(_previousIndex, _layerToAdd); }
public void Execute(GameMap gameMap) { _previousIndex = gameMap.Layers.IndexOf(_layerToAdd); gameMap.Layers.Remove(_layerToAdd); }
/// <summary> /// This method allows a map action to be applied to the current transaction. /// </summary> public void PerformMapTransaction(IMapAction mapAction, GameMap map) { mapAction.Execute(map); TransactionPerformed(this, new TransactionEventArgs(mapAction)); }
public void UnExecute(GameMap gameMap) { gameMap.Layers[_layerID].Visible = !gameMap.Layers[_layerID].Visible; }
public GameMapSnapshot(GameMap map, Type action) { Map = map; Action = action; }