public void LoadMap(string Filename) { // Very Hardcoded ATM, i'll fix this later when i feel like it. if (File.Exists(Filename)) { string[] file = File.ReadAllLines(Filename); for (int y = 0; y < file.Length; y++) { for (int x = 0; x < file[y].Length; x++) { Block block = null; Entity entity = null; char c = file[y][x]; switch (c) { case 'X': block = (Block)Blockionary.GetBlockByName("BlockDummy"); break; case 'Z': block = (Block)Blockionary.GetBlockByName("BlockMockWall"); break; case '#': World.Player.Position = new Vector2(x, y); break; case 'O': block = (Block)Blockionary.GetBlockByName("BlockFloorDummy"); break; case 'T': entity = new CharacterDummy(); break; case 'H': block = (Block)Blockionary.GetBlockByName("BlockHealth"); break; } if (block != null) { block.Position = new Vector2(x, y); GameObject.Create(block); } if (entity != null) { entity.Position = new Vector2(x, y); World.EntityManager.Add(entity); } } } } }
public Game() { Blockionary.Add("BlockDummy", new BlockDummy()); Blockionary.Add("BlockFloorDummy", new BlockFloorDummy()); Blockionary.Add("BlockHealth", new BlockHealth()); Blockionary.Add("BlockMockWall", new BlockMockWall()); Entitionary.Add("CharacterDummy", new CharacterDummy()); //Debug.WriteLine(Blockionary._blocks.Count); PluginManager.LoadAllTheFiles(); // NOTE: Maybe use this for initializing GameObjects & Items for later use. LoadMap("Map1.txt"); //Map.LoadMap("Map2.json"); //MapFile.MakeCurrentMapIntoFile("Map2.json"); }