コード例 #1
0
 public Level(int columnCount, int rowCount, int tileSize, List <Entity> tiles, LevelContainer levelInformation, GameScene gameScene)
 {
     this.columnCount      = columnCount;
     this.rowCount         = rowCount;
     this.tiles            = tiles;
     this.tileSize         = tileSize;
     this.levelInformation = levelInformation;
     this.gameScene        = gameScene;
     Init(columnCount, rowCount, tileSize);
     SetupPathFinding();
     LoadWeapons(gameScene.LoadedTextures["projectile"]);
 }
コード例 #2
0
        public static bool LoadLevel(string path, int tileSize, out int columnCount, out int rowCount, out List <Entity> tiles, Dictionary <string, Texture2D> loadedTextures, out LevelContainer level)
        {
            columnCount = -1;
            rowCount    = -1;
            tiles       = new List <Entity>();
            level       = default(LevelContainer);
            if (File.Exists(path))
            {
                object        result = null;
                XmlSerializer xml    = new XmlSerializer(typeof(LevelContainer));
                using (FileStream stream = new FileStream(path, FileMode.Open, FileAccess.Read))
                {
                    result = xml.Deserialize(stream);
                }

                if (result != null)
                {
                    level = (LevelContainer)result;

                    string[] lines = level.MapLayout;
                    rowCount = lines.Length;
                    for (int y = 0; y < rowCount; y++)
                    {
                        columnCount = lines[y].Length;

                        if (y == 0)
                        {
                            Init(columnCount, rowCount, tileSize);
                        }

                        for (int x = 0; x < columnCount; x++)
                        {
                            int value = -1;
                            if (int.TryParse(lines[y][x].ToString(), out value))
                            {
                                if (loadedTextures.ContainsKey(value.ToString()))
                                {
                                    if (value == 0)
                                    {
                                        tiles.Add(new VisableEntity(loadedTextures[value.ToString()], 1, 0, Vector2.One, Color.White, value.ToString(), new Vector2(x * tileSize, y * tileSize)));
                                    }
                                    else if (value == 1)
                                    {
                                        new InteractivObject(true, loadedTextures[value.ToString()], 1, 0, Vector2.One, Color.White, value.ToString(), new Vector2(x * tileSize, y * tileSize));
                                    }
                                    else if (value == 2)
                                    {
                                        new InteractivObject(true, loadedTextures[value.ToString()], 1, 0, Vector2.One, Color.White, "Cover", new Vector2(x * tileSize, y * tileSize));
                                    }
                                    else if (value < 6)
                                    {
                                        //Interactive
                                        tiles.Add(new VisableEntity(loadedTextures[value.ToString()], 1, 0, Vector2.One, Color.White, "Entries", new Vector2(x * tileSize, y * tileSize), true, true));
                                    }
                                    else if (value == 6)
                                    {
                                        tiles.Add(new InteractivObject(false, loadedTextures["0"], 1, 0, Vector2.One, Color.White, "RescueZone", new Vector2(x * tileSize, y * tileSize)));

                                        /*Projectile projectile = new Projectile()
                                         * Player p = new Player(true, Game1.LoadedTextures[value.ToString()], 0, 0, Vector2.One, Color.White, value.ToString(), new Vector2(x * tileSize, y * tileSize));
                                         * p.PickupWeapon(new Weapon("Primary", , Equipment.EquipmentType.Useable, 100, null, 1, false, 1))*/
                                    }
                                    else
                                    {
                                        //Enmeies, Player, Hostage, RescueZone
                                        tiles.Add(new VisableEntity(loadedTextures[value.ToString()], 1, 0, Vector2.One, Color.White, value.ToString(), new Vector2(x * tileSize, y * tileSize)));
                                    }
                                }
                                else
                                {
                                    Console.WriteLine("Couldn't found asset: " + value.ToString());
                                }
                            }
                        }
                    }
                }
                //Load File

                /*
                 * 0 = Empty field
                 * 1 = Wall
                 * 2 = Obstacale
                 * 3 = Door
                 * 4 = Breakable Window
                 * 5 = Breakable Wall
                 * 6 = RescueZone
                 * 7 = Enemy
                 * 8 = Hostage
                 * 9 = Player
                 */
                return(true);
            }
            return(false);
        }
コード例 #3
0
ファイル: Game1.cs プロジェクト: crone66/RSixKI
        private void CreateLevelFile()
        {
            string Name = "level01";

            LevelContainer container = new LevelContainer();

            container.Name      = Name;
            container.MapLayout = File.ReadAllLines("Content/Levels/BaseFiles/" + Name + ".txt");

            TextureAssignment[] ass = new TextureAssignment[7];
            ass[0] = new TextureAssignment()
            {
                Id = 0, Collidable = false, Path = "Content/Textures/0"
            };
            ass[1] = new TextureAssignment()
            {
                Id = 1, Collidable = true, Path = "Content/Textures/1"
            };
            ass[2] = new TextureAssignment()
            {
                Id = 2, Collidable = true, Path = "Content/Textures/2"
            };
            ass[3] = new TextureAssignment()
            {
                Id = 3, Collidable = true, Path = "Content/Textures/3"
            };
            ass[4] = new TextureAssignment()
            {
                Id = 4, Collidable = true, Path = "Content/Textures/4"
            };
            ass[5] = new TextureAssignment()
            {
                Id = 5, Collidable = true, Path = "Content/Textures/5"
            };
            ass[6] = new TextureAssignment()
            {
                Id = 6, Collidable = false, Path = "Content/Textures/6"
            };
            container.TextureMapping = ass;

            CharacterInformation[] characters = new CharacterInformation[11];
            int id = 0;

            characters[id++] = CreateCharacter(CharacterType.Enemy, 1, 14, 145, new string[2] {
                "ak12", "p9"
            });
            characters[id++] = CreateCharacter(CharacterType.Enemy, 4, 11, 180, new string[2] {
                "mp5", "p9"
            });
            characters[id++] = CreateCharacter(CharacterType.Enemy, 3, 14, 180, new string[2] {
                "ak12", "p9"
            });
            characters[id++] = CreateCharacter(CharacterType.Enemy, 7, 5, 270, new string[2] {
                "416-c", "p9"
            });
            characters[id++] = CreateCharacter(CharacterType.Enemy, 7, 9, 325, new string[2] {
                "g36c", "p9"
            });
            characters[id++] = CreateCharacter(CharacterType.Enemy, 9, 4, 0, new string[2] {
                "ak12", "p9"
            });
            characters[id++] = CreateCharacter(CharacterType.Enemy, 9, 12, 120, new string[2] {
                "p90", "p9"
            });
            characters[id++] = CreateCharacter(CharacterType.Enemy, 11, 8, 180, new string[2] {
                "m1014", "p9"
            });
            characters[id++] = CreateCharacter(CharacterType.Enemy, 12, 15, 180, new string[2] {
                "f2", "p9"
            });
            characters[id++] = CreateCharacter(CharacterType.Player, 17, 10, 270, null);
            characters[id++] = CreateCharacter(CharacterType.Hostage, 12, 6, 270, null);

            container.Characters = characters;
            string path = "Content/Levels/Training/" + Name + ".xml";

            if (File.Exists(path))
            {
                File.Delete(path);
            }

            XmlSerializer xml = new XmlSerializer(typeof(LevelContainer));

            using (FileStream stream = new FileStream(path, FileMode.CreateNew, FileAccess.ReadWrite))
            {
                xml.Serialize(stream, container);
            }
        }