public static Grille Parse(Texture2D toParse) { Grille toReturn = new Grille(toParse.Width, toParse.Height); Color[] colorData = new Color[toParse.Width * toParse.Height]; toParse.GetData(colorData); for (int j = 0; j < toParse.Width; j++) { for (int i = 0; i < toParse.Height; i++) { var buf = colorData[j + i * toParse.Width]; if (buf == Color.White) { toReturn.cellules[j, i] = new Cell(j, i); toReturn.cellules[j, i].chiffre = 1; toReturn.cellules[j, i].couleur = buf; toReturn.cellules[j, i].kind = Cell.Kind.Creep; } else if (buf == Color.Lime) { toReturn.cellules[j, i] = new Cell(j, i); toReturn.cellules[j, i].chiffre = 2; toReturn.cellules[j, i].couleur = Color.Green; toReturn.cellules[j, i].kind = Cell.Kind.Turret; } else if (buf == Color.Red) { toReturn.cellules[j, i] = new Cell(j, i); toReturn.cellules[j, i].chiffre = 0; toReturn.cellules[j, i].couleur = buf; toReturn.cellules[j, i].kind = Cell.Kind.Rock; } } } return toReturn; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. texture = Content.Load <Texture2D>("Cell"); spriteBatch = new SpriteBatch(GraphicsDevice); grid = Grille.Parse(Content.Load <Texture2D>("map1")); cam = new Camera(grid); mouse = new MouseHandler(); changed = new List <Cell>(); // TODO: use this.Content to load your game content here }
public static Grille Parse(Texture2D toParse) { Grille toReturn = new Grille(toParse.Width, toParse.Height); Color[] colorData = new Color[toParse.Width * toParse.Height]; toParse.GetData(colorData); for (int j = 0; j < toParse.Width; j++) { for (int i = 0; i < toParse.Height; i++) { var buf = colorData[j + i * toParse.Width]; if (buf == Color.White) { toReturn.cellules[j, i] = new Cell(j, i); toReturn.cellules[j, i].chiffre = 1; toReturn.cellules[j, i].couleur = buf; toReturn.cellules[j, i].kind = Cell.Kind.Creep; } else if (buf == Color.Lime) { toReturn.cellules[j, i] = new Cell(j, i); toReturn.cellules[j, i].chiffre = 2; toReturn.cellules[j, i].couleur = Color.Green; toReturn.cellules[j, i].kind = Cell.Kind.Turret; } else if (buf == Color.Red) { toReturn.cellules[j, i] = new Cell(j, i); toReturn.cellules[j, i].chiffre = 0; toReturn.cellules[j, i].couleur = buf; toReturn.cellules[j, i].kind = Cell.Kind.Rock; } } } return(toReturn); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. texture = Content.Load<Texture2D>("Cell"); spriteBatch = new SpriteBatch(GraphicsDevice); grid = Grille.Parse(Content.Load<Texture2D>("map1")); cam = new Camera(grid); mouse = new MouseHandler(); changed = new List<Cell>(); // TODO: use this.Content to load your game content here }
public Camera(Grille grid) { mapWidth = grid.cellules.GetLength(0) * Cell.grosseur; mapHeight = grid.cellules.GetLength(1) * Cell.grosseur; }