static void LevelLoader_Block1() { // Block loaders loaders.Add("indBrick", (game, x, y) => { game.Map.SetBlock(x, y, new BrickIndestructable()); }); loaders.Add("grBrick", (game, x, y) => { game.Map.SetBlock(x, y, new GroundBrick()); }); loaders.Add("hidBlock", (game, x, y) => { game.Map.SetBlock(x, y, new HiddenBlock(game, new MushroomOneUp(game, x, y - 1))); }); loaders.Add("multiBlock", (game, x, y) => { game.Map.SetBlock(x, y, new MultiCoinBlock(game, new Coin(game, new Vector2(x, y - 1)))); }); loaders.Add("usedBlock", (game, x, y) => { QuestionBlock block = new QuestionBlock(game, null); block.Hit(null); game.Map.SetBlock(x, y, block); }); loaders.Add("FireBlock", (game, x, y) => { IBlock block = new FireBlock(game, x, y); game.Map.SetBlock(x, y, block); }); loaders.Add("grayFixBlock", (game, x, y) => { IBlock block = new GrayFixBlock(); game.Map.SetBlock(x, y, block); }); loaders.Add("UGBrick", (game, x, y) => { game.Map.SetBlock(x, y, new UGBrick(game)); }); loaders.Add("UGgrBrick", (game, x, y) => { game.Map.SetBlock(x, y, new UGGroundBrick()); }); loaders.Add("GrayBrick", (game, x, y) => { game.Map.SetBlock(x, y, new GrayBrick()); }); }
void addBlock(String line) { String[] split = line.Split(','); IObject block; //Debug.WriteLine(split[0]); float x = ((Int32.Parse(split[1]) - 1) * blockBaseDimension * blockSizeMod) + screenX + (2 * blockBaseDimension * blockSizeMod); float y = ((Int32.Parse(split[2]) - 1) * blockBaseDimension * blockSizeMod) + screenY + (2 * blockBaseDimension * blockSizeMod); switch (split[0]) { case "bluesandblock": block = new BlueSandBlock(sprites["tileset"], new Vector2(x, y)); break; case "dragonblock": block = new DragonBlock(sprites["tileset"], new Vector2(x, y)); break; case "dungeonblock": block = new DungeonBlock(sprites["tileset"], new Vector2(x, y)); break; case "pushableblock": block = new PushableBlock(sprites["tileset"], new Vector2(x, y), split[3]); break; case "stairsblock": block = new StairsBlock(sprites["tileset"], new Vector2(x, y)); break; case "fireblock": block = new FireBlock(sprites["fire"], new Vector2(x + 8, y)); break; case "fishblock": block = new FishBlock(sprites["tileset"], new Vector2(x, y)); break; case "solidblock": Color c = Color.Transparent; if (split[3] == "blue") { c = Color.Blue; } block = new SolidBlock(sprites["Backgrounds"], new Vector2(x, y), c); break; default: block = new DungeonBlock(sprites["tileset"], new Vector2(x, y)); break; } Blocks.Add(block); }
public override void PlayerUseItem(World world, PlayerEntity player, Vector3 location, Vector3 targetBlock, byte facing) { FireBlock b = new FireBlock(); if (b.BlockPlaced(world, location, targetBlock, facing, player)) world.SetBlock(location, b); }