Пример #1
0
        public static Root game_load(string path, bool execCreateEvt = true, bool execLoadEvt = true)
        {
            bool flag = false;

            // First we f**k current scene
            ClearAll();

            RoomEditor?.ClearNodes();

            // Prepare XML serializer
            // Then we load raw data
            XmlSerializer ser      = new XmlSerializer(typeof(Root), Form1.reflectedTypes.ToArray());
            StreamReader  w        = new StreamReader(path);
            bool          flagGood = true;
            Root          rawData  = null;

            try
            {
                rawData = (Root)ser.Deserialize(w);
            }
            catch (Exception e)
            {
                flagGood = false;
                DarkMessageBox.Show("Loading of room failed\n\n" + e.InnerException.Message, "Simplex Engine 3");
            }

            if (flagGood)
            {
                // Filter out duplicated layers
                List <string>    names      = new List <string>();
                List <RoomLayer> goodLayers = new List <RoomLayer>();
                for (var i = 0; i < rawData.Room.Layers.Count; i++)
                {
                    if (!names.Contains(rawData.Room.Layers[i].Name))
                    {
                        names.Add(rawData.Room.Layers[i].Name);
                        goodLayers.Add(rawData.Room.Layers[i]);
                    }
                }

                rawData.Room.Layers = goodLayers;

                // First load back room itself
                Form1.width  = (int)rawData.Room.Size.X;
                Form1.height = (int)rawData.Room.Size.Y;


                currentRoom = rawData.Room;

                if (RoomEditor != null)
                {
                    RoomEditor.currentRoom = currentRoom;
                    RoomEditor?.PropagateNodes();
                    RoomEditor.roomsControl.execute = false;

                    RoomEditor.roomsControl.dtv.SelectNode(RoomEditor.roomsControl.dtv.Nodes[0].Nodes.FirstOrDefault(x => x.Text == currentRoom.GetType().ToString().Split('.').Last()));
                    RoomEditor.roomsControl.execute = true;
                }

                // we need to initialize layers by type
                if (tilesets != null)
                {
                    foreach (RoomLayer rl in currentRoom.Layers)
                    {
                        if (rl.LayerType == RoomLayer.LayerTypes.typeTile)
                        {
                            // Start with empty cell data and load stuff later on
                            ((TileLayer)rl).Data =
                                new int[(int)currentRoom.Size.X / 32, (int)currentRoom.Size.Y / 32];

                            // Now select correct tileset and assign it to this.. well tileset
                            Tileset tl = tilesets.FirstOrDefault(x => x.Name == ((TileLayer)rl).TilelistName);

                            // this can fail so check for that
                            if (tl != null)
                            {
                                // also we need to load textures for the tileset
                                // all good
                                ((TileLayer)rl).Tileset = tl;
                            }
                        }
                    }
                }

                // Time to load babies
                __loadGameObjects(rawData.Objects, execCreateEvt, execLoadEvt);

                // Load tiles
                foreach (Tile t in rawData.Tiles)
                {
                    RoomLayer correctLayer = currentRoom.Layers.FirstOrDefault(x => x.Name == t.TileLayerName);

                    if (correctLayer != null)
                    {
                        TileLayer crt = (TileLayer)correctLayer;
                        t.TileLayer = crt;
                        crt.Tiles.Add(t);
                    }
                    else
                    {
                        Debug.WriteLine("Tile could not be loaded - TileLayerName is wrong");
                    }
                }

                // Now update all tiles
                Texture2D ttt = tilesets.FirstOrDefault(x => x.Name == "tileset0").Texture;

                foreach (RoomLayer rl in currentRoom.Layers)
                {
                    if (rl is TileLayer)
                    {
                        TileLayer crt = (TileLayer)rl;

                        foreach (Tile t in crt.Tiles)
                        {
                            t.SourceTexture = ttt;
                            Autotile.UpdateTile(t, crt);
                        }
                    }
                }

                w.Close();
            }

            return(rawData);
        }
Пример #2
0
        public static void game_load(string path)
        {
            bool flag = false;

            // First we f**k current scene
            ClearAll();

            RoomEditor?.ClearNodes();

            // Prepare XML serializer
            // Then we load raw data
            XmlSerializer ser      = new XmlSerializer(typeof(Root), Form1.reflectedTypes.ToArray());
            StreamReader  w        = new StreamReader(path);
            bool          flagGood = true;
            Root          rawData  = null;

            try
            {
                rawData = (Root)ser.Deserialize(w);
            }
            catch (Exception e)
            {
                flagGood = false;
                DarkMessageBox.Show("Loading of room failed\n\n" + e.InnerException.Message, "Simplex Engine 3");
            }

            if (flagGood)
            {
                // Filter out duplicated layers
                List <string>    names      = new List <string>();
                List <RoomLayer> goodLayers = new List <RoomLayer>();
                for (var i = 0; i < rawData.Room.Layers.Count; i++)
                {
                    if (!names.Contains(rawData.Room.Layers[i].Name))
                    {
                        names.Add(rawData.Room.Layers[i].Name);
                        goodLayers.Add(rawData.Room.Layers[i]);
                    }
                }

                rawData.Room.Layers = goodLayers;

                // First load back room itself
                Form1.width  = (int)rawData.Room.Size.X;
                Form1.height = (int)rawData.Room.Size.Y;


                currentRoom = rawData.Room;

                if (RoomEditor != null)
                {
                    RoomEditor.currentRoom = currentRoom;
                    RoomEditor?.PropagateNodes();
                    RoomEditor.roomsControl.execute = false;

                    RoomEditor.roomsControl.dtv.SelectNode(RoomEditor.roomsControl.dtv.Nodes[0].Nodes
                                                           .FirstOrDefault(x => x.Text == currentRoom.GetType().ToString().Split('.').Last()));
                    RoomEditor.roomsControl.execute = true;
                }

                // we need to initialize layers by type
                if (tilesets != null)
                {
                    foreach (RoomLayer rl in currentRoom.Layers)
                    {
                        if (rl.LayerType == RoomLayer.LayerTypes.typeTile)
                        {
                            // Start with empty cell data and load stuff later on
                            ((TileLayer)rl).Data =
                                new int[(int)currentRoom.Size.X / 32, (int)currentRoom.Size.Y / 32];

                            // Now select correct tileset and assign it to this.. well tileset
                            Tileset tl = tilesets.FirstOrDefault(x => x.Name == ((TileLayer)rl).TilelistName);

                            // this can fail so check for that
                            if (tl != null)
                            {
                                // also we need to load textures for the tileset
                                // all good
                                ((TileLayer)rl).Tileset = tl;
                            }
                        }
                    }
                }

                // Time to load babies
                foreach (GameObject g in rawData.Objects)
                {
                    Spritesheet s = Sprites.FirstOrDefault(x => x.Name == g.Sprite.TextureSource);

                    g.Sprite.Texture            = s.Texture;
                    g.Sprite.ImageRectangle     = new Microsoft.Xna.Framework.Rectangle(0, 0, s.CellWidth, s.CellHeight);
                    g.Sprite.TextureRows        = s.Rows;
                    g.Sprite.TextureCellsPerRow = s.Texture.Width / s.CellWidth;
                    g.Sprite.ImageSize          = new Vector2(s.CellWidth, s.CellHeight);
                    g.Sprite.FramesCount        = (s.Texture.Width / s.CellWidth) * (s.Texture.Height / s.CellHeight) - 1;
                    g.FramesCount  = g.Sprite.FramesCount - 1;
                    g.Sprite.cellW = s.CellHeight;
                    g.Sprite.cellH = s.CellWidth;

                    RoomLayer rt = currentRoom.Layers.FirstOrDefault(x => x.Name == g.LayerName);
                    g.Layer = (ObjectLayer)rt;

                    g.Sprite.UpdateImageRectangle();
                    g.UpdateState();
                    g.UpdateColliders();

                    // Need to give object OriginalType !!!
                    g.OriginalType = Type.GetType(g.TypeString);

                    currentObject = g;
                    g.EvtCreate();
                    g.EvtLoad();

                    SceneObjects.Add(g);
                    g.Layer.Objects.Add(g);
                    sh.RegisterObject(g);

                    if (g.Colliders.Count > 0)
                    {
                        SceneColliders.Add(g);
                    }
                }

                foreach (GameObject g in SceneObjects)
                {
                    g.EvtCreateEnd();
                }

                // Load tiles
                foreach (Tile t in rawData.Tiles)
                {
                    RoomLayer correctLayer = currentRoom.Layers.FirstOrDefault(x => x.Name == t.TileLayerName);

                    if (correctLayer != null)
                    {
                        TileLayer crt = (TileLayer)correctLayer;
                        t.TileLayer = crt;
                        crt.Tiles.Add(t);
                    }
                    else
                    {
                        Debug.WriteLine("Tile could not be loaded - TileLayerName is wrong");
                    }
                }

                // Now update all tiles
                Texture2D ttt = tilesets.FirstOrDefault(x => x.Name == "tileset0").Texture;

                foreach (RoomLayer rl in currentRoom.Layers)
                {
                    if (rl is TileLayer)
                    {
                        TileLayer crt = (TileLayer)rl;

                        foreach (Tile t in crt.Tiles)
                        {
                            t.SourceTexture = ttt;
                            Autotile.UpdateTile(t, crt);
                        }
                    }
                }

                w.Close();
            }
        }
Пример #3
0
        public static void game_load(string path)
        {
            bool flag = false;

            // First we f**k current scene
            ClearAll();

            RoomEditor?.ClearNodes();

            // Prepare XML serializer
            // Then we load raw data
            Root          root    = new Root();
            XmlSerializer ser     = new XmlSerializer(typeof(Root), Form1.reflectedTypes.ToArray());
            StreamReader  w       = new StreamReader(path);
            Root          rawData = (Root)ser.Deserialize(w);

            // First load back room itself
            Form1.width           = (int)rawData.Room.Size.X;
            Form1.height          = (int)rawData.Room.Size.Y;
            Form1.ActiveForm.Text = "Simplex RPG Engine / " + rawData.Room.Name;

            currentRoom = rawData.Room;

            if (RoomEditor != null)
            {
                RoomEditor.currentRoom = currentRoom;
                RoomEditor?.PropagateNodes();
                RoomEditor.roomsControl.execute = false;

                RoomEditor.roomsControl.dtv.SelectNode(RoomEditor.roomsControl.dtv.Nodes[0].Nodes.FirstOrDefault(x => x.Text == currentRoom.GetType().ToString().Split('.').Last()));
                RoomEditor.roomsControl.execute = true;
            }

            // if (currentRoom != null)
            // {


            // we need to initialize layers by type
            if (tilesets != null)
            {
                foreach (RoomLayer rl in roomLayers)
                {
                    if (rl.LayerType == RoomLayer.LayerTypes.typeTile)
                    {
                        // Start with empty cell data and load stuff later on
                        ((TileLayer)rl).Data = new int[(int)currentRoom.Size.X / 32, (int)currentRoom.Size.Y / 32];

                        // Now select correct tileset and assign it to this.. well tileset
                        Tileset tl = tilesets.FirstOrDefault(x => x.Name == ((TileLayer)rl).TilelistName);

                        // this can fail so check for that
                        if (tl != null)
                        {
                            // also we need to load textures for the tileset
                            // tl.AutotileLib =

                            // all good
                            ((TileLayer)rl).Tileset = tl;
                        }
                    }
                }
            }

            // Time to load babies
            foreach (GameObject g in rawData.Objects)
            {
                Spritesheet s = Sprites.FirstOrDefault(x => x.Name == g.Sprite.TextureSource);

                g.Sprite.Texture            = s.Texture;
                g.Sprite.ImageRectangle     = new Microsoft.Xna.Framework.Rectangle(0, 0, s.CellWidth, s.CellHeight);
                g.Sprite.TextureRows        = s.Rows;
                g.Sprite.TextureCellsPerRow = s.Texture.Width / s.CellWidth;
                g.Sprite.ImageSize          = new Vector2(s.CellWidth, s.CellHeight);
                g.Sprite.FramesCount        = (s.Texture.Width / s.CellWidth) * (s.Texture.Height / s.CellHeight) - 1;
                g.FramesCount  = g.Sprite.FramesCount - 1;
                g.Sprite.cellW = s.CellHeight;
                g.Sprite.cellH = s.CellWidth;

                RoomLayer rt = roomLayers.FirstOrDefault(x => x.Name == g.LayerName);
                g.Layer = (ObjectLayer)rt;

                g.Sprite.UpdateImageRectangle();
                g.UpdateState();
                g.UpdateColliders();

                // Need to give object OriginalType !!!
                g.OriginalType = Type.GetType(g.TypeString);

                g.EvtCreate();
                g.EvtLoad();

                g.Layer.Objects.Add(g);
                sh.RegisterObject(g);
            }

            // Load tiles
            foreach (Tile t in rawData.Tiles)
            {
                RoomLayer correctLayer = roomLayers.FirstOrDefault(x => x.Name == t.TileLayerName);

                if (correctLayer != null)
                {
                    TileLayer crt = (TileLayer)correctLayer;
                    t.TileLayer = crt;
                    crt.Tiles.Add(t);
                }
                else
                {
                    Debug.WriteLine("Tile could not be loaded - TileLayerName is wrong");
                }
            }

            // Now update all tiles
            Texture2D ttt = RoomEditorEditor.Content.Load <Texture2D>(Path.GetFullPath("../../../SimplexRpgEngine3/Content/bin/Windows/Sprites/Tilesets/" + "tileset0"));

            foreach (RoomLayer rl in roomLayers)
            {
                if (rl is TileLayer)
                {
                    TileLayer crt = (TileLayer)rl;

                    foreach (Tile t in crt.Tiles)
                    {
                        t.SourceTexture = ttt;
                        Autotile.UpdateTile(t, crt);
                    }
                }
            }

            w.Close();
        }