public override ArrayList GetItemInfo() { ArrayList itemInfo = new ArrayList { new InputText(this, "TextureStart:", TextureStart.ToString(), false, ""), new InputText(this, "NumFlat:", NumFlat.ToString(), false, "NumFlat"), new InputText(this, "NumFlatMetal:", NumFlatMetal.ToString(), false, "NumFlatMetal"), new InputText(this, "NumGouraud:", NumGouraud.ToString(), false, "NumGouraud"), new InputText(this, "NumGouraudMetal:", NumGouraudMetal.ToString(), false, "NumGouraudMetal"), new InputText(this, "NumGouraudMetalEnv:", NumGouraudMetalEnv.ToString(), false, "NumGouraudMetalEnv"), new InputText(this, "NumShining:", NumShining.ToString(), false, "NumShining"), }; return(itemInfo); }
public UI(User user, Texture2D PaletteEte, Texture2D PaletteHiver, Texture2D PaletteVolcanique, SpriteFont spriteFont, Texture2D fondTexte) { this.user = user; this.Palette = PaletteEte; this.PaletteEte = PaletteEte; this.PaletteHiver = PaletteHiver; this.PaletteVolcanique = PaletteVolcanique; this.fondTexte = fondTexte; this.SpriteFont = spriteFont; this.PalettePosition = new Vector2(width - Palette.Width, 0); stack = new Stack<Vector4> { }; ShowMap = true; textureStart = TextureStart.Desert; }
public UI(User user, Texture2D PaletteEte, Texture2D PaletteHiver, Texture2D PaletteVolcanique, SpriteFont spriteFont, Texture2D fondTexte) { this.user = user; this.Palette = PaletteEte; this.PaletteEte = PaletteEte; this.PaletteHiver = PaletteHiver; this.PaletteVolcanique = PaletteVolcanique; this.fondTexte = fondTexte; this.SpriteFont = spriteFont; this.PalettePosition = new Vector2(width - Palette.Width, 0); stack = new Stack <Vector4> { }; ShowMap = true; textureStart = TextureStart.Desert; }
public bool OuvrirMap(string MapName) { try { // Read the file and display it line by line. string line; int longueur = 0; int hauteur = 0; StreamReader file = new StreamReader(SceneEngine2.Editor.baseDirectory + "Maps/" + MapName + ".txt"); // On regarde quel type de sol c'est grace au header switch (int.Parse(file.ReadLine())) { case 1: textureStart = TextureStart.Herbe; Palette = PaletteEte; break; case 2: textureStart = TextureStart.Desert; Palette = PaletteEte; break; case 3: textureStart = TextureStart.Hiver; Palette = PaletteHiver; break; case 4: textureStart = TextureStart.Volcanique; Palette = PaletteVolcanique; break; default: textureStart = TextureStart.Herbe; Palette = PaletteEte; break; } // On établit la longueur et la hauteur while ((line = file.ReadLine()) != null) { char[] splitchar = { '|' }; if (line != null) longueur = line.Split(splitchar).Length - 1; hauteur++; } // Creation de la carte Map = new Vector2[longueur, hauteur]; // Reset file.Close(); file = new StreamReader(SceneEngine2.Editor.baseDirectory + "Maps/" + MapName + ".txt"); int j = 0; file.ReadLine(); // pour passer le header while ((line = file.ReadLine()) != null) { char[] splitchar = { '|' }; string[] tiles = line.Split(splitchar); for (int i = 0; i < longueur; i++) { char[] splitchar2 = { ',' }; int x = int.Parse((tiles[i].Split(splitchar2))[0]); int y = int.Parse((tiles[i].Split(splitchar2))[1]); Map[i, j] = new Vector2(x, y); } j++; } file.Close(); return true; } catch { return false; } }
public bool OuvrirMap(string MapName) { try { // Read the file and display it line by line. string line; int longueur = 0; int hauteur = 0; StreamReader file = new StreamReader(SceneEngine2.Editor.baseDirectory + "Maps/" + MapName + ".txt"); // On regarde quel type de sol c'est grace au header switch (int.Parse(file.ReadLine())) { case 1: textureStart = TextureStart.Herbe; Palette = PaletteEte; break; case 2: textureStart = TextureStart.Desert; Palette = PaletteEte; break; case 3: textureStart = TextureStart.Hiver; Palette = PaletteHiver; break; case 4: textureStart = TextureStart.Volcanique; Palette = PaletteVolcanique; break; default: textureStart = TextureStart.Herbe; Palette = PaletteEte; break; } // On établit la longueur et la hauteur while ((line = file.ReadLine()) != null) { char[] splitchar = { '|' }; if (line != null) { longueur = line.Split(splitchar).Length - 1; } hauteur++; } // Creation de la carte Map = new Vector2[longueur, hauteur]; // Reset file.Close(); file = new StreamReader(SceneEngine2.Editor.baseDirectory + "Maps/" + MapName + ".txt"); int j = 0; file.ReadLine(); // pour passer le header while ((line = file.ReadLine()) != null) { char[] splitchar = { '|' }; string[] tiles = line.Split(splitchar); for (int i = 0; i < longueur; i++) { char[] splitchar2 = { ',' }; int x = int.Parse((tiles[i].Split(splitchar2))[0]); int y = int.Parse((tiles[i].Split(splitchar2))[1]); Map[i, j] = new Vector2(x, y); } j++; } file.Close(); return(true); } catch { return(false); } }