public void Load() { var file = new BinaryReader(File.Open(@"data/" + Path + ".zmx", FileMode.Open)); for (int i = 0; i < Ledges.Length; i++) { Ledges[i] = new Ledge(); Ledges[i].TotalNodes = file.ReadInt32(); for (int n = 0; n < Ledges[i].TotalNodes; n++) { Ledges[i].Nodes[n] = new Vector2(file.ReadSingle(), file.ReadSingle()); } Ledges[i].Flags = file.ReadInt32(); } var keyCount = file.ReadInt32(); for (int i = 0; i < keyCount; i++) { var key = file.ReadInt32(); var segmentCount = file.ReadInt32(); if (!MapSegments.ContainsKey(key)) { MapSegments[key] = new List <MapSegment>(); } for (int index = 0; index < segmentCount; index++) { var mapSegment = new MapSegment(); mapSegment.Index = index; mapSegment.Layer = key; mapSegment.Location = new Vector2(file.ReadSingle(), file.ReadSingle()); MapSegments[key].Add(mapSegment); } } for (int x = 0; x < 20; x++) { for (int y = 0; y < 20; y++) { Grid[x, y] = file.ReadInt32(); } } file.Close(); Console.WriteLine("Read"); }
public Map() { MapSegments = new Dictionary <int, List <MapSegment> >(); SegmentDefinitions = new List <SegmentDefinition>(); Grid = new int [GridSizeX, GridSizeY]; Ledges = new Ledge[16]; for (int i = 0; i < 16; i++) { Ledges[i] = new Ledge(); } ReadSegmentDefinitions(); var Content = GameServices.GetService <ContentManager>(); nullTexture = Content.Load <Texture2D>(@"gfx/1x1"); }