public Background(ZeldaGame game, int roomNumber) { this.roomNumber = roomNumber; this.game = game; RoomTextureStorage roomTextures = new RoomTextureStorage(this.game); game.spriteSheets.TryGetValue("DungeonTileset", out itemSpriteSheet); windowWidth = game.GraphicsDevice.Viewport.Width; windowHeight = game.GraphicsDevice.Viewport.Height; int windowHeightFloor = ((windowHeight / ParserUtility.SCALE_FACTOR - ParserUtility.WINDOW_X_ADJUST / ParserUtility.SCALE_FACTOR) / ParserUtility.GEN_ADJUST) + ParserUtility.GAME_FRAME_ADJUST; int windowWidthFloor = (windowWidth / ParserUtility.SCALE_FACTOR - ParserUtility.WINDOW_Y_ADJUST / ParserUtility.SCALE_FACTOR) / ParserUtility.GEN_ADJUST; drawLocationInterior = new Vector2(windowWidthFloor + storage.drawOffset, windowHeightFloor + storage.drawOffset); drawLocationExterior = new Vector2(windowWidthFloor, windowHeightFloor); roominterior = roomTextures.getRoom(roomNumber); if (roomNumber == storage.specialRoomNumber) { roomexterior = new UniversalSprite(game, itemSpriteSheet, storage.ROOM_RECTANGLE, Color.White, SpriteEffects.None, Vector2.One, storage.roomLimiter, storage.LAYERDEPTH); roominterior = new UniversalSprite(game, itemSpriteSheet, storage.ROOM_RECTANGLE, Color.Transparent, SpriteEffects.None, Vector2.One, storage.roomLimiter, storage.LAYERDEPTH); } else { roomexterior = new UniversalSprite(game, itemSpriteSheet, storage.ROOM_EXTERIOR_RECTANGLE, Color.White, SpriteEffects.None, Vector2.One, storage.roomLimiter, storage.LAYERDEPTH); } }
public TopDoor(ZeldaGame game, RoomTextureStorage textures, int doorValue) { this.game = game; windowWidth = game.GraphicsDevice.Viewport.Width; windowHeight = game.GraphicsDevice.Viewport.Height; this.doorValue = doorValue; int windowHeightFloor = ((windowHeight / ParserUtility.SCALE_FACTOR - ParserUtility.WINDOW_X_ADJUST / ParserUtility.SCALE_FACTOR) / ParserUtility.GEN_ADJUST) + ParserUtility.GAME_FRAME_ADJUST; int windowWidthFloor = (windowWidth / ParserUtility.SCALE_FACTOR - ParserUtility.WINDOW_Y_ADJUST / ParserUtility.SCALE_FACTOR) / ParserUtility.GEN_ADJUST; windowWidthFloor = windowWidthFloor + DoorUtility.topDoorAdjust * ParserUtility.SCALE_FACTOR; this.position = new Vector2(windowWidthFloor, windowHeightFloor); this.topDoorTexture = textures; this.topDoorSprite = this.topDoorTexture.getDoor(doorValue); }