Пример #1
0
        // Performs a deep copy the selected GameEntity
        private void clone_btn_Click(object sender, EventArgs e)
        {
            GameEntity ge     = selectedObject_pg.SelectedObject as GameEntity;
            EntityType entity = ge.Type;
            Rectangle  bb     = ge.GetBoundingBox();


            GameEntity geCopy = null;

            // Create new GameEntity
            if (entity == EntityType.RECT)
            {
                geCopy = GameEntity.CreateRectangle(bb.Location.Y, bb.Location.Y, bb.Width, bb.Height);
            }

            if (entity == EntityType.CIRCLE)
            {
                geCopy = GameEntity.CreateCircle(bb.Width, bb.Location);
            }

            if (entity == EntityType.SPRITE)
            {
                geCopy = GameEntity.CreateSprite(bb.Location.Y, bb.Location.Y, bb.Width, bb.Height);
            }

            if (entity == EntityType.LINETRACK)
            {
                geCopy = GameEntity.CreateLineTrack(bb.Location.Y, bb.Location.Y, bb.Width, bb.Height);
            }

            if (entity == EntityType.CONVEYBELT)
            {
                geCopy = GameEntity.CreateConveyBelt(bb.Location.Y, bb.Location.Y, bb.Width, bb.Height);
            }

            if (entity == EntityType.LINESIN)
            {
                geCopy = GameEntity.CreateLineSin(bb.Location.Y, bb.Location.Y, bb.Width, bb.Height);
            }

            geCopy.SetBoundingBox(bb); // Sets bounding box
            geCopy.Props = ge.Props;   // Deep copy of properties

            // Adds the gameentity to the list of entities if not null
            if (geCopy != null)
            {
                gameEntities_lb.Items.Add(geCopy);
                gameEntities_lb.SelectedIndex    = gameEntities_lb.Items.Count - 1;
                selectedObject_pg.SelectedObject = geCopy;
                RefreshAll();
            }
        }
Пример #2
0
        private void TabPanel_MouseDoubleClick(object sender, MouseEventArgs me)
        {
            //Create a rectangle.
            GameEntity ge = null;

            if (toolsRect_rb.Checked && me.Button == MouseButtons.Left)
            {
                ge = GameEntity.CreateRectangle(me.X, me.Y, 100, 100);
            }

            //create sprite
            if (toolsSprite_rb.Checked && me.Button == MouseButtons.Left)
            {
                ge = GameEntity.CreateSprite(me.X, me.Y, 100, 100);
            }

            // Create a circle.
            if (toolsCircle_rb.Checked && me.Button == MouseButtons.Left)
            {
                ge = GameEntity.CreateCircle(50, me.Location);
            }
            //create line track
            if (toolsLineTrack_rb.Checked && me.Button == MouseButtons.Left)
            {
                ge = GameEntity.CreateLineTrack(me.X, me.Y, 100, 20);
            }

            //create convey belt
            if (toolsConveyBelt_rb.Checked && me.Button == MouseButtons.Left)
            {
                ge = GameEntity.CreateConveyBelt(me.X, me.Y, 100, 20);
            }

            //create sinline
            if (toolsLineSin_rb.Checked && me.Button == MouseButtons.Left)
            {
                ge = GameEntity.CreateLineSin(me.X, me.Y, 100, 20);
            }

            if (ge != null)
            {
                gameEntities_lb.Items.Add(ge);
                gameEntities_lb.SelectedIndex    = gameEntities_lb.Items.Count - 1;
                selectedObject_pg.SelectedObject = ge;
                RefreshAll();
            }
        }
Пример #3
0
        private void TabPanel_MouseDoubleClick(object sender, MouseEventArgs me)
        {
            //Create a rectangle.
            GameEntity ge = null;

            if (toolsRect_rb.Checked && me.Button == MouseButtons.Left)
            {
                ge = GameEntity.CreateRectangle(me.X, me.Y, 100, 100);
            }
            else if (toolsCircle_rb.Checked && me.Button == MouseButtons.Left)
            {
                /* Makes the Circle button work. */
                ge = GameEntity.CreateCircle(50, me.Location);
            }
            else if (toolsTrackOne_rb.Checked && me.Button == MouseButtons.Left)
            {
                /* Makes the TrackOne button work. */
                ge = GameEntity.CreateTrackOne(me.X, me.Y, 100, 5);
            }
            else if (toolsTrackTwo_rb.Checked && me.Button == MouseButtons.Left)
            {
                /* Makes the TrackTwo button work. */
                ge = GameEntity.CreateTrackTwo(me.X, me.Y, 100, 5);
            }
            else if (toolsTrackThree_rb.Checked && me.Button == MouseButtons.Left)
            {
                /* Makes the TrackThree button work. */
                ge = GameEntity.CreateTrackThree(me.X, me.Y, 100, 5);
            }

            if (ge != null)
            {
                gameEntities_lb.Items.Add(ge);
                gameEntities_lb.SelectedIndex    = gameEntities_lb.Items.Count - 1;
                selectedObject_pg.SelectedObject = ge;
                RefreshAll();
            }
        }
Пример #4
0
        // Parse XML for each object type; creates new GameEntity object if possible and returns it
        GameEntity loadFromXml(XmlNode entity)
        {
            GameEntity ge = null;

            string type = entity.Attributes["TypeStr"].Value;

            if (type == "RECT")
            {
                XmlNode  properties    = entity.FirstChild;
                string[] outlineColour = properties.InnerText.Split(' ');

                properties = properties.NextSibling;
                string[] fillcolour = properties.InnerText.Split(' ');

                properties = properties.NextSibling;
                string[] dimension = properties.InnerText.Split(' ');

                ge = GameEntity.CreateRectangle(Int32.Parse(dimension[0]), Int32.Parse(dimension[1]), Int32.Parse(dimension[2]), Int32.Parse(dimension[3]));
                ge.Props["OutlineColor"] = Color.FromArgb(Int32.Parse(outlineColour[3]), Int32.Parse(outlineColour[0]), Int32.Parse(outlineColour[1]), Int32.Parse(outlineColour[2]));
                ge.Props["FillColor"]    = Color.FromArgb(Int32.Parse(fillcolour[3]), Int32.Parse(fillcolour[0]), Int32.Parse(fillcolour[1]), Int32.Parse(fillcolour[2]));
            }
            else if (type == "CIRCLE")
            {
                XmlNode  properties    = entity.FirstChild;
                string[] outlineColour = properties.InnerText.Split(' ');

                properties = properties.NextSibling;
                string[] fillcolour = properties.InnerText.Split(' ');

                properties = properties.NextSibling;
                string[] radius = properties.InnerText.Split(' ');

                properties = properties.NextSibling;
                string[] position = properties.InnerText.Split(',');

                position[0] = position[0].Substring(3);
                position[1] = position[1].Substring(2, position[1].Length - 3);

                Point pt = new Point(Int32.Parse(position[0]), Int32.Parse(position[1]));

                ge = GameEntity.CreateCircle(Int32.Parse(radius[0]), pt);
                ge.Props["OutlineColor"] = Color.FromArgb(Int32.Parse(outlineColour[3]), Int32.Parse(outlineColour[0]), Int32.Parse(outlineColour[1]), Int32.Parse(outlineColour[2]));
                ge.Props["FillColor"]    = Color.FromArgb(Int32.Parse(fillcolour[3]), Int32.Parse(fillcolour[0]), Int32.Parse(fillcolour[1]), Int32.Parse(fillcolour[2]));
            }
            else if (type == "SPRITE")
            {
                XmlNode  properties    = entity.FirstChild;
                string[] outlineColour = properties.InnerText.Split(' ');

                properties = properties.NextSibling;
                bool flipped = Boolean.Parse(properties.InnerText);

                properties = properties.NextSibling;
                string spriteName = properties.InnerText;

                properties = properties.NextSibling;
                string[] dimension = properties.InnerText.Split(' ');

                ge = GameEntity.CreateSprite(Int32.Parse(dimension[0]), Int32.Parse(dimension[1]), Int32.Parse(dimension[2]), Int32.Parse(dimension[3]));
                ge.Props["OutlineColor"] = Color.FromArgb(Int32.Parse(outlineColour[3]), Int32.Parse(outlineColour[0]), Int32.Parse(outlineColour[1]), Int32.Parse(outlineColour[2]));
                ge.Props["Flipped"]      = flipped;
                ge.Props["SpriteName"]   = spriteName;
            }
            else if (type == "LINETRACK")
            {
                XmlNode properties = entity.FirstChild;
                int     dispHeight = Int32.Parse(properties.InnerText);

                properties = properties.NextSibling;
                int picWidth = Int32.Parse(properties.InnerText);

                properties = properties.NextSibling;
                int picHeight = Int32.Parse(properties.InnerText);

                properties = properties.NextSibling;
                int speed = Int32.Parse(properties.InnerText);

                properties = properties.NextSibling;
                string spriteName = properties.InnerText;

                properties = properties.NextSibling;
                string[] dimension = properties.InnerText.Split(' ');

                ge = GameEntity.CreateLineTrack(Int32.Parse(dimension[0]), Int32.Parse(dimension[1]), Int32.Parse(dimension[2]), Int32.Parse(dimension[3]));
                ge.Props["DispHeight"] = dispHeight;
                ge.Props["PicWidth"]   = picWidth;
                ge.Props["PicHeight"]  = picHeight;
                ge.Props["Speed"]      = speed;
                ge.Props["SpriteName"] = spriteName;
            }
            else if (type == "CONVEYBELT")
            {
                XmlNode properties = entity.FirstChild;
                int     dispHeight = Int32.Parse(properties.InnerText);

                properties = properties.NextSibling;
                int picWidth = Int32.Parse(properties.InnerText);

                properties = properties.NextSibling;
                int picHeight = Int32.Parse(properties.InnerText);

                properties = properties.NextSibling;
                int speed = Int32.Parse(properties.InnerText);

                properties = properties.NextSibling;
                bool clockwise = Boolean.Parse(properties.InnerText);

                properties = properties.NextSibling;
                string spriteName = properties.InnerText;

                properties = properties.NextSibling;
                string[] dimension = properties.InnerText.Split(' ');

                ge = GameEntity.CreateConveyBelt(Int32.Parse(dimension[0]), Int32.Parse(dimension[1]), Int32.Parse(dimension[2]), Int32.Parse(dimension[3]));
                ge.Props["DispHeight"] = dispHeight;
                ge.Props["PicWidth"]   = picWidth;
                ge.Props["PicHeight"]  = picHeight;
                ge.Props["Speed"]      = speed;
                ge.Props["Clockwise"]  = clockwise;
                ge.Props["SpriteName"] = spriteName;
            }
            else if (type == "LINESIN")
            {
                XmlNode properties = entity.FirstChild;
                int     a          = Int32.Parse(properties.InnerText);

                properties = properties.NextSibling;
                int b = Int32.Parse(properties.InnerText);

                properties = properties.NextSibling;
                int c = Int32.Parse(properties.InnerText);

                properties = properties.NextSibling;
                int picWidth = Int32.Parse(properties.InnerText);

                properties = properties.NextSibling;
                int picHeight = Int32.Parse(properties.InnerText);

                properties = properties.NextSibling;
                int speed = Int32.Parse(properties.InnerText);

                properties = properties.NextSibling;
                bool staticBool = Boolean.Parse(properties.InnerText);

                properties = properties.NextSibling;
                string spriteName = properties.InnerText;

                properties = properties.NextSibling;
                string[] dimension = properties.InnerText.Split(' ');

                ge                     = GameEntity.CreateLineSin(Int32.Parse(dimension[0]), Int32.Parse(dimension[1]), Int32.Parse(dimension[2]), Int32.Parse(dimension[3]));
                ge.Props["a"]          = a;
                ge.Props["b"]          = b;
                ge.Props["c"]          = c;
                ge.Props["PicWidth"]   = picWidth;
                ge.Props["PicHeight"]  = picHeight;
                ge.Props["Speed"]      = speed;
                ge.Props["Static"]     = staticBool;
                ge.Props["SpriteName"] = spriteName;
            }

            return(ge);
        }