public MapEditor(Map map, byte slot) : base(true) { this.map = map; this.slot = slot; this.camera = new Pos(map.Dimensions.X * C.sizeCell / 2, map.Dimensions.Y * C.sizeCell / 2); this.decorating = false; this.currBlock = 1; }
public override void Initialize() { Music.Play("1"); this._idmap = 3; this._backmap = new Map(_idmap); this._poshero = _backmap.StartPos; this._idhero = 0; this._dir = "right"; this._shift = new Pos(); this._time = 0; EntityHero = new Entity(new Pos((9 * 50), (7 * 50))); this.event1 = false; }
/// <summary> /// Appelle une nouvelle map /// </summary> public void Travel() { Pos HighTile = new Pos(_poshero.X, _poshero.Y - 1); Pos DownTile = new Pos(_poshero.X, _poshero.Y + 1); if ((_backmap.Decoration(HighTile) == 4 && (E.IsPushed(Keys.Up) || E.IsPushed(Keys.Z))) || (_backmap.Decoration(DownTile) == 4 && (E.IsPushed(Keys.Down) || E.IsPushed(Keys.S)))) { _idmap = 2; _backmap = new Map(_idmap); _shift = new Pos(0, 0); _poshero = _backmap.StartPos; _idhero = 0; G.currentGame.Push(new Abimn.Game_States.Transition()); } if (((_backmap.Decoration(HighTile) == 3 && (E.IsDown(Keys.Up) || E.IsDown(Keys.Z))) || (_backmap.Decoration(DownTile) == 3 && (E.IsDown(Keys.Down) || E.IsDown(Keys.S)))) && _idmap == 2) { _idmap = 1; _poshero = new Pos(45, 46); _backmap = new Map(_idmap); _idhero = 0; _dir = "down"; _shift = new Pos(0, 0); G.currentGame.Push(new Abimn.Game_States.Transition()); } if (((_backmap.Decoration(HighTile) == 3 && (E.IsDown(Keys.Up) || E.IsDown(Keys.Z))) || (_backmap.Decoration(DownTile) == 3 && (E.IsDown(Keys.Down) || E.IsDown(Keys.S)))) && _idmap == 3) { _idmap = 1; _backmap = new Map(_idmap); _idhero = 0; _dir = "right"; _poshero = new Pos(0, 25); _shift = new Pos(0, 0); G.currentGame.Push(new Abimn.Game_States.Transition()); } if (((_backmap.Decoration(_poshero) == 6 && (E.IsDown(Keys.Up) || E.IsDown(Keys.Z))) || (_backmap.Decoration(_poshero) == 6 && (E.IsDown(Keys.Down) || E.IsDown(Keys.S)))) && _idmap == 4) { _idmap = 1; _backmap = new Map(_idmap); _idhero = 0; _dir = "down"; _poshero = new Pos(39, 03); _shift = new Pos(0, 0); G.currentGame.Push(new Abimn.Game_States.Transition()); } if (((_backmap.Decoration(_poshero) == 6 && (E.IsDown(Keys.Up) || E.IsDown(Keys.Z))) || (_backmap.Decoration(_poshero) == 6 && (E.IsDown(Keys.Down) || E.IsDown(Keys.S)))) && _idmap == 1 && _poshero.X < 40) { _idmap = 4; Music.Play("map2"); _backmap = new Map(_idmap); _idhero = 0; _dir = "up"; _poshero = new Pos(05, 48); _shift = new Pos(0, 0); G.currentGame.Push(new Abimn.Game_States.Transition()); } /* if (((_backmap.Decoration(_poshero) == 6 && (E.IsDown(Keys.Right) || E.IsDown(Keys.D)))) && _idmap == 5 && _poshero.X>40) { _idmap = 5; _backmap = new Map(_idmap); _idhero = 0; _dir = "right"; _poshero = new Pos(01, 25); _shift = new Pos(0, 0); G.currentGame.Push(new Abimn.Game_States.Transition()); }*/ if (((_backmap.Decoration(_poshero) == 6 && (E.IsDown(Keys.Left) || E.IsDown(Keys.Q)))) && _idmap == 5) { _idmap = 1; _backmap = new Map(_idmap); _idhero = 0; _dir = "left"; _poshero = new Pos(48, 25); _shift = new Pos(0, 0); G.currentGame.Push(new Abimn.Game_States.Transition()); } }