コード例 #1
0
ファイル: TileFactory.cs プロジェクト: Valinxh/gyarbete2
 public static Tile GetTileFor(TileData data)
 {
     Tile result = getHitbox(data.TileID);
     result.SetTexture(getSpriteRect(data.TextureID));
     result.UseExtraData(data.ExtraData);
     return result;
 }
コード例 #2
0
ファイル: LevelLoader.cs プロジェクト: Valinxh/gyarbete2
        const int tileByteCount = 2; //The amount of bytes used to represent a single Tile

        #endregion Fields

        #region Methods

        //Creates a 2D array containing all the level's Tiles
        public static Tile[][] loadMap(string mapPath)
        {
            byte[] fileData = File.ReadAllBytes(mapPath);
            int metadataOffset = 0; //Tracks the amount of bytes from the start occupied by metadata
            //Get metadata
            int widthByteCount = fileData[0]; //Width and height bytecount specify the amount of bytes required to represent the width and height of the level respectively
            int heightByteCount = fileData[1];
            metadataOffset += 2;
            int width = BytesToInt(SubArray(fileData, metadataOffset, widthByteCount));
            metadataOffset += widthByteCount;
            int height = BytesToInt(SubArray(fileData, metadataOffset, heightByteCount));
            metadataOffset += heightByteCount;

            Tile[][] map = new Tile[height][];

            byte[] mapData = SubArray(fileData, metadataOffset, fileData.Length - metadataOffset); //When the metadata has been read a subarray is created to make the data of the Tile's start at index 0 to make the following code less complex

            for (int y = 0; y < height; y++)
            {
                Tile[] mapRow = new Tile[width];
                for (int x = 0; x < width; x++)
                {
                    int currentTile = y * width + x;
                    byte[] tileByteData = SubArray(mapData, currentTile * tileByteCount, tileByteCount);
                    TileData tileData = new TileData(tileByteData);
                    mapRow[x] = TileFactory.GetTileFor(tileData);
                }
                map[y] = mapRow;
            }
            return map;
        }