public TileLayer(string name, LayerTraits options, int cdelay)
 {
     Name = name;
     Options = options;
     clearDelay = cdelay;
     clearCounter = 0;
 }
Exemplo n.º 2
0
 public static void GenerateNewLayer(int XCount, int YCount, int SingleWidth, int SingleHeight, Tile clearTile, string layerName, LayerTraits options = 0)
 {
     Settings.Dimensions = new Dimensions(XCount, YCount, SingleWidth, SingleHeight);
     Layers.Add(new TileLayer(layerName, options, Game1.UPS * 1));
     Layers.Last().Generate(clearTile);
     SetActiveLayer(Layers.Count - 1);
 }
Exemplo n.º 3
0
 public static void GenerateNewLayer(Dimensions dim, Tile clearTile, string layerName, LayerTraits options = 0)
 {
     Settings.Dimensions = dim;
     Layers.Add(new TileLayer(layerName, options, Game1.UPS * 1));
     Layers.Last().Generate(clearTile);
     SetActiveLayer(Layers.Count - 1);
 }
        protected void InitAcceptButton()
        {
            AcceptButton = new Button(UI.GetInterface(Name), "Done", 24, TextOrientation.Center, new Vector2(Game1.ScreenWidth - 225, Game1.ScreenHeight - 75), new Vector2(200, 50), origin, hover, pressed);

            AcceptButton.Clicked += (sender) =>
            {
                ListBox lb = (LayerSettingsWindow[7] as ListBox);
                traits = 0;
                for (int i = 0; i < lb.Count; i++)
                {
                    if (lb[i] == availableTraits[0] && (traits & LayerTraits.AffectsMovementSpeed) != LayerTraits.AffectsMovementSpeed)
                        traits |= LayerTraits.AffectsMovementSpeed;
                    if (lb[i] == availableTraits[1] && (traits & LayerTraits.CastShadow) != LayerTraits.CastShadow)
                        traits |= LayerTraits.CastShadow;
                    if (lb[i] == availableTraits[2] && (traits & LayerTraits.Collision) != LayerTraits.Collision)
                        traits |= LayerTraits.Collision;
                    if (lb[i] == availableTraits[3] && (traits & LayerTraits.FunctionLayer) != LayerTraits.FunctionLayer)
                        traits |= LayerTraits.FunctionLayer;
                    if (lb[i] == availableTraits[4] && (traits & LayerTraits.Transparent) != LayerTraits.Transparent)
                        traits |= LayerTraits.Transparent;
                    if (lb[i] == availableTraits[5] && (traits & LayerTraits.Stainable) != LayerTraits.Stainable)
                        traits |= LayerTraits.Stainable;
                    if (lb[i] == availableTraits[6] && (traits & LayerTraits.ProjectileCollision) != LayerTraits.ProjectileCollision)
                        traits |= LayerTraits.ProjectileCollision;
                    if (lb[i] == availableTraits[7] && (traits & LayerTraits.NPCCollision) != LayerTraits.NPCCollision)
                        traits |= LayerTraits.NPCCollision;
                    if (lb[i] == availableTraits[8] && (traits & LayerTraits.ItemCollision) != LayerTraits.ItemCollision)
                        traits |= LayerTraits.ItemCollision;
                }

                Map.GenerateNewLayer(Map.Settings.Dimensions, Map.Settings.AccessibleTiles.PlaceholderTile, layerName, traits);
                GameStateManager.TransitionState(GameStateManager.PreviousState);
            };
        }