Exemplo n.º 1
0
        void HandleCustomTilePropertyAt(int worldX, int worldY, CCTileMapLayer layer)
        {
            CCTileMapCoordinates tileAtXy = layer.ClosestTileCoordAtNodePosition(new CCPoint(worldX, worldY));

            CCTileGidAndFlags info = layer.TileGIDAndFlags(tileAtXy.Column, tileAtXy.Row);

            if (info != null)
            {
                Dictionary <string, string> properties = null;

                try
                {
                    properties = _map.TilePropertiesForGID(info.Gid);
                }
                catch
                {
                    // CocosSharp
                }

                if (properties != null && properties.ContainsKey("IsTreasure") && properties["IsTreasure"] == "true")
                {
                    layer.RemoveTile(tileAtXy);

                    // todo: Create a treasure chest entity
                }
            }
        }
Exemplo n.º 2
0
        public IEnumerable <PropertyLocation> GetPropertyLocations()
        {
            // Width and Height are equal so we can use either
            int tileDimension = (int)tileMap.TileTexelSize.Width;

            // Find out how many rows and columns are in our tile map
            int numberOfColumns = (int)tileMap.MapDimensions.Size.Width;
            int numberOfRows    = (int)tileMap.MapDimensions.Size.Height;

            // Tile maps can have multiple layers, so let's loop through all of them:
            foreach (CCTileMapLayer layer in tileMap.TileLayersContainer.Children)
            {
                // Loop through the columns and rows to find all tiles
                for (int column = 0; column < numberOfColumns; column++)
                {
                    // We're going to add tileDimension / 2 to get the position
                    // of the center of the tile - this will help us in
                    // positioning entities, and will eliminate the possibility
                    // of floating point error when calculating the nearest tile:
                    int worldX = tileDimension * column + tileDimension / 2;
                    for (int row = 0; row < numberOfRows; row++)
                    {
                        // See above on why we add tileDimension / 2
                        int worldY = tileDimension * row + tileDimension / 2;

                        CCTileMapCoordinates tileAtXy = layer.ClosestTileCoordAtNodePosition(new CCPoint(worldX, worldY));

                        CCTileGidAndFlags info = layer.TileGIDAndFlags(tileAtXy.Column, tileAtXy.Row);

                        if (info != null)
                        {
                            Dictionary <string, string> properties = null;

                            try
                            {
                                properties = tileMap.TilePropertiesForGID(info.Gid);
                            }
                            catch
                            {
                                // CocosSharp crashed here...but this may be fixed in the current version
                            }

                            if (properties != null)
                            {
                                yield return(new PropertyLocation
                                {
                                    WorldX = worldX,
                                    WorldY = worldY,
                                    Properties = properties,
                                    Layer = layer,
                                    TileCoordinates = tileAtXy
                                });
                            }
                        }
                    }
                }
            }
        }