Пример #1
0
        public Chomper(RoomNew room, ContentManager Content, Enumeration.TileType tileType, Enumeration.StateTile state, Enumeration.TileType NextTileType__1)
        {
            base.room = room;

            nextTileType = NextTileType__1;
            System.Xml.Serialization.XmlSerializer ax = new System.Xml.Serialization.XmlSerializer(tileSequence.GetType());

            Stream txtReader = Microsoft.Xna.Framework.TitleContainer.OpenStream(PrinceOfPersiaGame.CONFIG_PATH_CONTENT + PrinceOfPersiaGame.CONFIG_PATH_SEQUENCES + tileType.ToString().ToUpper() + "_sequence.xml");

            tileSequence = (List <Sequence>)ax.Deserialize(txtReader);

            foreach (Sequence s in tileSequence)
            {
                s.Initialize(Content);
            }

            //Search in the sequence the right type
            //Sequence result = tileSequence.Find((Sequence s) => s.name.ToUpper() == state.ToString().ToUpper());
            Sequence result = tileSequence.Find((Sequence s) => s.name == state.ToString().ToUpper());

            if (result != null)
            {
                result.frames[0].SetTexture(Content.Load <Texture2D>(PrinceOfPersiaGame.CONFIG_TILES[0] + result.frames[0].value));

                collision = result.collision;
                Texture   = result.frames[0].texture;
            }
            Type = tileType;


            //change statetile element
            tileState.Value().state = state;
            tileAnimation.PlayAnimation(tileSequence, tileState.Value());
        }
Пример #2
0
        public Tile(Room room, Enumeration.TileType tileType, Enumeration.StateTile state, Enumeration.Items eitem, Enumeration.TileType NextTileType)
        {
            tileAnimation = new AnimationSequence(this);
            this.room     = room;
            nextTileType  = NextTileType;

            System.Xml.Serialization.XmlSerializer ax = new System.Xml.Serialization.XmlSerializer(tileSequence.GetType());

            Stream txtReader = Microsoft.Xna.Framework.TitleContainer.OpenStream(PoP.CONFIG_PATH_CONTENT + PoP.CONFIG_PATH_SEQUENCES + tileType.ToString() + "_sequence.xml");

            //TextReader txtReader = File.OpenText(PrinceOfPersiaGame.CONFIG_PATH_CONTENT + PrinceOfPersiaGame.CONFIG_PATH_SEQUENCES + tileType.ToString() + "_sequence.xml");


            tileSequence = (List <Sequence>)ax.Deserialize(txtReader);

            foreach (Sequence s in tileSequence)
            {
                s.Initialize();
            }

            //Search in the sequence the right type
            Sequence result = tileSequence.Find(delegate(Sequence s)
            {
                return(s.name.ToUpper() == state.ToString().ToUpper());
            });

            if (result != null)
            {
                //AMF to be adjust....
                result.frames[0].SetTexture((Texture2D)Maze.Content[PoP.CONFIG_TILES + result.frames[0].value]);
                //result.frames[0].SetTexture(Content.Load<Texture2D>(PrinceOfPersiaGame.CONFIG_TILES + result.frames[0].value));

                collision = result.collision;
                Texture   = result.frames[0].texture;
            }
            Type = tileType;


            //change statetile element
            StateTileElement stateTileElement = new StateTileElement();

            stateTileElement.state = state;
            tileState.Add(stateTileElement);
            tileAnimation.PlayAnimation(tileSequence, tileState);

            //load item
            switch (eitem)
            {
            case Enumeration.Items.flask:
                item = new Flask();
                break;

            case Enumeration.Items.sword:
                item = new Sword();
                break;
            }
        }
Пример #3
0
        public Tile(RoomNew room, ContentManager Content, Enumeration.TileType tileType, Enumeration.StateTile state, Enumeration.Items eitem, Enumeration.TileType NextTileType__1)
        {
            this.room    = room;
            nextTileType = NextTileType__1;

            System.Xml.Serialization.XmlSerializer ax = new System.Xml.Serialization.XmlSerializer(m_tileSequence.GetType());

            Stream txtReader = Microsoft.Xna.Framework.TitleContainer.OpenStream(PrinceOfPersiaGame.CONFIG_PATH_CONTENT + PrinceOfPersiaGame.CONFIG_PATH_SEQUENCES + tileType.ToString().ToUpper() + "_sequence.xml");

            //TextReader txtReader = File.OpenText(PrinceOfPersiaGame.CONFIG_PATH_CONTENT + PrinceOfPersiaGame.CONFIG_PATH_SEQUENCES + tileType.ToString().ToUpper() + "_sequence.xml");


            m_tileSequence = (List <Sequence>)ax.Deserialize(txtReader);

            foreach (Sequence s in m_tileSequence)
            {
                s.Initialize(Content);
            }

            //Search in the sequence the right type
            Sequence result = m_tileSequence.Find((Sequence s) => s.name == state.ToString().ToUpper());

            if (result != null)
            {
                //AMF to be adjust....
                result.frames[0].SetTexture(Content.Load <Texture2D>(PrinceOfPersiaGame.CONFIG_TILES[0] + result.frames[0].value));

                collision = result.collision;
                Texture   = result.frames[0].texture;
            }
            Type = tileType;


            //change statetile element
            StateTileElement stateTileElement = new StateTileElement();

            stateTileElement.state = state;
            tileState.Add(stateTileElement);
            tileAnimation.PlayAnimation(m_tileSequence, tileState.Value());

            //load item
            switch (eitem)
            {
            case Enumeration.Items.flask:
                item = new Flask(Content);
                break;     // TODO: might not be correct. Was : Exit Select

            case Enumeration.Items.flaskbig:
                item = new FlaskBig(Content);
                break;     // TODO: might not be correct. Was : Exit Select

            case Enumeration.Items.sword:
                item = new Sword(Content);
                break;     // TODO: might not be correct. Was : Exit Select
            }
        }
Пример #4
0
        public Gate(Room room, Enumeration.TileType tileType, Enumeration.StateTile state, int switchButton, Enumeration.TileType NextTileType)
        {
            collision    = Enumeration.TileCollision.Platform;
            base.room    = room;
            nextTileType = NextTileType;


            switchButtons.Add(switchButton);
            System.Xml.Serialization.XmlSerializer ax = new System.Xml.Serialization.XmlSerializer(tileSequence.GetType());
            Stream txtReader = Microsoft.Xna.Framework.TitleContainer.OpenStream(PoP.CONFIG_PATH_CONTENT + PoP.CONFIG_PATH_SEQUENCES + tileType.ToString() + "_sequence.xml");

            //TextReader txtReader = File.OpenText(PrinceOfPersiaGame.CONFIG_PATH_CONTENT + PrinceOfPersiaGame.CONFIG_PATH_SEQUENCES + tileType.ToString() + "_sequence.xml");

            tileSequence = (List <Sequence>)ax.Deserialize(txtReader);

            foreach (Sequence s in tileSequence)
            {
                s.Initialize();
            }

            if (state == Enumeration.StateTile.normal)
            {
                state = Enumeration.StateTile.closed;
            }

            //Search in the sequence the right type
            Sequence result = tileSequence.Find(delegate(Sequence s)
            {
                return(s.name.ToUpper() == state.ToString().ToUpper());
            });

            if (result != null)
            {
                //AMF to be adjust....
                result.frames[0].SetTexture((Texture2D)Maze.Content[PoP.CONFIG_TILES + result.frames[0].value]);
                //result.frames[0].SetTexture(Content.Load<Texture2D>(PrinceOfPersiaGame.CONFIG_TILES + result.frames[0].value));

                collision = result.collision;
                Texture   = result.frames[0].texture;
            }
            Type = tileType;


            //change statetile element
            tileState.Value().state = state;
            tileAnimation.PlayAnimation(tileSequence, tileState);
        }
Пример #5
0
        public Mirror(RoomNew room, ContentManager Content, Enumeration.TileType tileType, Enumeration.StateTile state, int switchButton, Enumeration.TileType NextTileType__1, float TimeOpen__2)
        {
            collision    = Enumeration.TileCollision.Platform;
            base.room    = room;
            nextTileType = NextTileType__1;
            timeOpen     = TimeOpen__2;

            this.switchButton = switchButton;
            System.Xml.Serialization.XmlSerializer ax = new System.Xml.Serialization.XmlSerializer(tileSequence.GetType());
            Stream txtReader = Microsoft.Xna.Framework.TitleContainer.OpenStream(PrinceOfPersiaGame.CONFIG_PATH_CONTENT + PrinceOfPersiaGame.CONFIG_PATH_SEQUENCES + tileType.ToString().ToUpper() + "_sequence.xml");

            //TextReader txtReader = File.OpenText(PrinceOfPersiaGame.CONFIG_PATH_CONTENT + PrinceOfPersiaGame.CONFIG_PATH_SEQUENCES + tileType.ToString().ToUpper() + "_sequence.xml");

            tileSequence = (List <Sequence>)ax.Deserialize(txtReader);

            foreach (Sequence s in tileSequence)
            {
                s.Initialize(Content);
            }

            if (state == Enumeration.StateTile.normal)
            {
                state = Enumeration.StateTile.closed;
            }

            //Search in the sequence the right type
            Sequence result = tileSequence.Find((Sequence s) => s.name == state.ToString().ToUpper());

            if (result != null)
            {
                //AMF to be adjust....
                result.frames[0].SetTexture(Content.Load <Texture2D>(PrinceOfPersiaGame.CONFIG_TILES[0] + result.frames[0].value));

                collision = result.collision;
                Texture   = result.frames[0].texture;
            }
            Type = tileType;


            //change statetile element
            tileState.Value().state = state;
            tileAnimation.PlayAnimation(tileSequence, tileState.Value());
        }
Пример #6
0
        public Chomper(Room room, Enumeration.TileType tileType, Enumeration.StateTile state, Enumeration.TileType NextTileType)
        {
            base.room = room;

            nextTileType = NextTileType;
            System.Xml.Serialization.XmlSerializer ax = new System.Xml.Serialization.XmlSerializer(tileSequence.GetType());

            Stream txtReader = Microsoft.Xna.Framework.TitleContainer.OpenStream(PoP.CONFIG_PATH_CONTENT + PoP.CONFIG_PATH_SEQUENCES + tileType.ToString() + "_sequence.xml");

            tileSequence = (List <Sequence>)ax.Deserialize(txtReader);

            foreach (Sequence s in tileSequence)
            {
                s.Initialize();
            }

            //Search in the sequence the right type
            Sequence result = tileSequence.Find(delegate(Sequence s)
            {
                return(s.name.ToUpper() == state.ToString().ToUpper());
            });

            if (result != null)
            {
                result.frames[0].SetTexture((Texture2D)Maze.Content[PoP.CONFIG_TILES + result.frames[0].value]);

                collision = result.collision;
                Texture   = result.frames[0].texture;
            }
            Type = tileType;


            //change statetile element
            tileState.Value().state = state;
            tileAnimation.PlayAnimation(tileSequence, tileState);
        }