//Creates a new game world and allows editing private void mi_New_World_Click(object sender, EventArgs e) { //Get the background name from the user StringPromptDialog dialog = new StringPromptDialog("Enter background/music", "background"); //Create the world. if (dialog.ShowDialog() == DialogResult.OK) { world = new ScrollingWorld(dialog.UserInput); Size pbLevelSize = new Size(world.Background.Width, world.Background.Height); pb_Level.MaximumSize = (pb_Level.MinimumSize = (pb_Level.Size = pbLevelSize)); enableEditing(true); switchRooms(); } }
private void load_file(bool loadWorld, string filter, string title) { //First, choose the file we want to load. OpenFileDialog dialog = new OpenFileDialog(); dialog.Filter = filter; string currdir = GameEngine.GetCurrDir() + "\\Levels"; //Console.WriteLine("Current Directory " + currdir); dialog.InitialDirectory = currdir; //"."; dialog.Title = title; DialogResult result = dialog.ShowDialog(); //If the result was ok, load the resultant file, otherwise, just return. if (result == DialogResult.OK) { if (loadWorld) { //world = Serializer.OLDDeSerialize(dialog.FileName); // HACK so we can convert the old levels into the new format world = new ScrollingWorld(dialog.FileName, true); world.Background = GameEngine.TextureList[world.backgroundName]; switchRooms(); } Size pbLevelSize = new Size(world.Background.Width, world.Background.Height); pb_Level.MaximumSize = (pb_Level.MinimumSize = (pb_Level.Size = pbLevelSize)); /* else { currentlySelectedRoom = Serializer.DeserializeRoom(dialog.FileName); switchRooms(currentlySelectedRoom); } */ currentFileName = dialog.FileName; enableEditing(loadWorld); Texture2D backgroundTexture = GameEngine.TextureList[world.backgroundName]; pb_Level.Width = backgroundTexture.Width; pb_Level.Height = backgroundTexture.Height; pb_Level.Refresh(); } }