/// <summary> /// GameLayers operate independently within a GameLevel /// </summary> public GameLayer(GameLevel gameLevel, float parallaxAmount = 1.0f) { _gameLevel = gameLevel; _gameObjects = new List<GameObject>(); _parallaxAmount = parallaxAmount; GetCamTransformation(); }
/// <summary> /// Creates a GameScreen which handles gameplay /// </summary> public GameScreen(ScreenHandler screenHandler) : base(screenHandler) { // ---------- Create ContentLibrary ---------- _contentLibrary = new ContentLibrary(Content); // ---------- Create GameLevel ---------- _gameLevel = new GameLevel(this, "poopies"); //_gameLevel = new GameLevel(this, 40, 40, 1); // ---------- Create GameInterface ---------- _gameInterface = new GameInterface(this); }
/// <summary> /// Creates a GameLayerTiled from a data file /// </summary> /// <param name="gameLevel">GameLevel containing this layer</param> /// <param name="layerData">Data for this GameLayerTiled</param> public GameLayerTiled(GameLevel gameLevel, GameLayerTiledData layerData) : base(gameLevel) { _tileSystem = new TileSystem(this, layerData.TileSystemData); }
/// <summary> /// Creates a GameLayer with a new TileSystem /// </summary> /// <param name="gameLevel">GameLevel containing this layer</param> /// <param name="numRows">Number of tile rows</param> /// <param name="numCols">Number of tile columns</param> /// <param name="defaultTileReferenceCode">Default tile to populate TileSystem</param> public GameLayerTiled(GameLevel gameLevel, int numRows, int numCols, byte defaultTileReferenceCode) : base(gameLevel) { _tileSystem = new TileSystem(this, numRows, numCols, defaultTileReferenceCode); }