void KeyboardManager_KeyDown(object sender, Input.KeyboardEvent e) { if (e.Key == Keys.PageUp) { if (layeredit < Level.RenderManager.Layers.Count - 1) { layeredit++; } else { normaldraw = true; } if (Level.RenderManager.getLayer(LayerEdit).HasMap) { WorldCamera.setLimit(0, 0, Level.RenderManager.getLayer(LayerEdit).Map.Width *GFX.Tile.STANDARD_GTILE_WIDTH - (int)Game.Resolution.Scene.X, Level.RenderManager.getLayer(LayerEdit).Map.Height *GFX.Tile.STANDARD_GTILE_HEIGHT - (int)Game.Resolution.Scene.Y); } } else if (e.Key == Keys.PageDown) { if (layeredit > 0 && !normaldraw) { layeredit--; } if (normaldraw) { normaldraw = false; } if (Level.RenderManager.getLayer(LayerEdit).HasMap) { WorldCamera.setLimit(0, 0, Level.RenderManager.getLayer(LayerEdit).Map.Width *GFX.Tile.STANDARD_GTILE_WIDTH - (int)Game.Resolution.Scene.X, Level.RenderManager.getLayer(LayerEdit).Map.Height *GFX.Tile.STANDARD_GTILE_HEIGHT - (int)Game.Resolution.Scene.Y); } } else if (e.Key == Keys.Enter) { Console.WriteLine("Wpisz argumenty mapy: W H XS YS WW HW AXS AYS"); string[] args = Console.ReadLine().Split(new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries); if (args.Length == 8) { GFX.MapLayer layer = Level.RenderManager.getLayer(LayerEdit); layer.Map = new GFX.TileMap(int.Parse(args[0]), int.Parse(args[1]), Level.RenderManager.getEntityLayer().Map.TileSet); layer.AutoXScroll = float.Parse(args[6]); layer.AutoYScroll = float.Parse(args[7]); layer.YSpeed = float.Parse(args[3]); layer.XSpeed = float.Parse(args[2]); layer.WidthWrap = bool.Parse(args[4]); layer.HeightWrap = bool.Parse(args[5]); Console.WriteLine("Stworzono mapę!"); } } else if (e.Key == Keys.Insert) { Engine.Files.LevelFile.saveLevel(Level, "TestWorld.glv", "TS.gts"); } }
public override void Draw(GFX.MapLayer layer) { rotationCenter = new Vector2(currentAnim.Texture[currentAnim.Current].Width / 2, currentAnim.Texture[currentAnim.Current].Height / 2); layer.Draw(current, position + rotationCenter, currentAnim.Texture[currentAnim.Current], color, rotation, rotationCenter, 1f, spriteEffect | (IsFlipped ? SpriteEffects.FlipHorizontally : SpriteEffects.None), layer.Depth); }
/// <summary> /// Funkcja rysująca. /// </summary> /// <param name="sb">SpriteBatch</param> /// <param name="di">Informacje o głębokości</param> public virtual void Draw(GFX.MapLayer layer) { layer.Draw(current, new Rectangle(DrawingArea.X + (int)rotationCenter.X, DrawingArea.Y + (int)rotationCenter.Y, DrawingArea.Width, DrawingArea.Height), new Rectangle(0, 0, current.Width, current.Height), color, rotation, rotationCenter, SpriteEffects.None, layer.Depth); }
public override void Draw(GFX.MapLayer layer) { base.Draw(layer); //sb.Draw(current, new Rectangle(Position.iX, position.iY, 32, 48), new Rectangle(0, 0, 64, 128), Color.White, 0f, Vector2.Zero, SpriteEffects.None, di.getDepth(Position + new Vector2(current.Width, current.Height))); }