/// <summary> /// For a single Animated Tile in a sprite sheet, using Sprite2D but zeroing out the Position and Scale /// </summary> public Tiles(AnimatedSprite2D AnimatedSprite, string Tag, string ShortTag, bool Register) { this.Tile_Sprite.Add(AnimatedSprite); this.Tag = Tag; this.ShortTag = ShortTag; if (Register) { Log.Info($"[TILES]({this.Tag}) - Has been registered!"); EEngine.RegisterTile(this); } }
public Level(Vector2 Level_Position, Vector2 Level_Scale, Tiles Level_Tile, Vector2 Level_Array_Position) { this.Level_Position = Level_Position; this.Level_Scale = Level_Scale; this.Level_Tile = new Tiles(Level_Scale, Level_Tile.Tile_Sprite, Level_Tile.Tag, Level_Tile.ShortTag, false); this.Level_Array_Position = Level_Array_Position; if (Level_Tile != null) { Log.Info($"[LEVEL]({Level_Tile.Tag} Tile at Position {this.Level_Position.X.ToString()}:{this.Level_Position.Y.ToString()}) - Has been registered!"); } EEngine.RegisterLevel(this); }
public Tiles(Vector2 Tile_Scale, List <AnimatedSprite2D> Tile, string Tag, string ShortTag, bool Register) { this.Tile_Scale = Tile_Scale; this.Tile_Sprite = Tile; this.Tag = Tag; this.ShortTag = ShortTag; if (Register) { Log.Info($"[TILES]({this.Tag}) - Has been registered!"); EEngine.RegisterTile(this); } }
public Effects(Vector2 Position, Vector2 Scale, AnimatedSprite2D EffectElement, string Tag, string ShortTag, bool Register) { this.Position = Position; this.Scale = Scale; this.EffectElement = EffectElement; this.Tag = Tag; this.ShortTag = ShortTag; if (Register) { EEngine.RegisterEffect(this); Log.Info($"[EFFECTS]({Tag}) - Has been registered!"); } }
public Effects(List <Rectangle> Section, Image Image, List <string> SpriteTag, string Tag, string ShortTag) { List <Sprite2D> Sprites = new List <Sprite2D>(); for (int i = 0; i < Section.Count; i++) { Sprites.Add(new Sprite2D(Section[i], Image, SpriteTag[i], true)); } this.Scale = new Vector2(Section[0].Width, Section[0].Height); this.EffectElement = new AnimatedSprite2D(Sprites, Tag); this.ShortTag = ShortTag; Log.Info($"[EFFECTS]({Tag}) - Has been registered!"); EEngine.RegisterEffect(this); }
public Tiles(List <Rectangle> Section, Image Image, List <string> SpriteTag, string Tag, string ShortTag) { List <Sprite2D> Sprites = new List <Sprite2D>(); for (int i = 0; i < Section.Count; i++) { Sprites.Add(new Sprite2D(Section[i], Image, SpriteTag[i], false)); } this.Tile_Scale = new Vector2(Section[0].Width, Section[0].Height); this.Tile_Sprite.Add(new AnimatedSprite2D(Sprites, Tag)); this.ShortTag = ShortTag; Log.Info($"[TILES]({Tag}) - Has been registered!"); EEngine.RegisterTile(this); }
public Armies(Vector2 Position, Vector2 Scale, Units Unit, Effects Effect, Vector2 Army_Level_Array_Position) { try { this.Position = Position; this.Scale = Scale; this.Unit = new Units(Position, Scale, Unit.Unit_Sprite, Effect, Unit.Tag, Unit.ShortTag, false); this.Army_Level_Array_Position = Army_Level_Array_Position; EEngine.RegisterArmy(this); Log.Info($"[ARMIES]({this.Unit.Tag}) - Has been Registered!"); } catch { Log.Error("[ARMIES] - Unable to Register!"); } }
public Tiles(List <List <Rectangle> > Section, Image Image, List <List <string> > SpriteTag, string Tag, string ShortTag) { List <Sprite2D> Sprites = new List <Sprite2D>(); for (int i = 0; i < Section.Count; i++) { for (int j = 0; j < Section[i].Count; j++) { Sprites.Add(new Sprite2D(Section[i][j], Image, SpriteTag[i][j], false)); } this.Tile_Sprite.Add(new AnimatedSprite2D(Sprites, Tag)); Sprites = new List <Sprite2D>(); } this.Tag = Tag; this.ShortTag = ShortTag; EEngine.RegisterTile(this); Log.Info($"[TILES]({Tag}) - Has been registered!"); }
public Units(Vector2 Unit_Position, Vector2 Unit_Scale, List <AnimatedSprite2D> Unit, Effects HealthEffect, string Tag, string ShortTag, bool Register) { this.Unit_Position = Unit_Position; this.Unit_Scale = Unit_Scale; this.Unit_Sprite = Unit; this.Tag = Tag; this.ShortTag = ShortTag; this.Health_Effect = new Effects(GetUnitHealthEffect(Unit_Position), HealthEffect.Scale * 2, HealthEffect.EffectElement, HealthEffect.Tag, HealthEffect.ShortTag, false); if (Register) { EEngine.RegisterUnit(this); Log.Info($"[UNITS]({Tag}) - Has been registered!"); } }
/// <summary> /// Create a new Unit from a AnimatedSprite2Ds /// </summary> /// <param name="Section">List of Rectangles. Is used to create an AnimatedSprite2D from multiple Sprite2Ds</param> /// <param name="Image">Sprite Sheet</param> /// <param name="SpriteTag">List of Strings. Is a unique Tag assigned to a Sprite2D</param> /// <param name="Tag">Unique Tag</param> /// <param name="ShortTag">Short hand unique Tag</param> public Units(List <Rectangle> Section, Image Image, List <string> SpriteTag, bool Flip, string Tag, string ShortTag) { List <Sprite2D> Sprites = new List <Sprite2D>(); for (int i = 0; i < Section.Count; i++) { if (Flip) { Sprites.Add(new Sprite2D(Section[i], Image, RotateFlipType.RotateNoneFlipX, SpriteTag[i], true)); } else { Sprites.Add(new Sprite2D(Section[i], Image, SpriteTag[i], true)); } } this.Unit_Sprite.Add(new AnimatedSprite2D(Sprites, Tag)); this.Tag = Tag; this.ShortTag = ShortTag; EEngine.RegisterUnit(this); Log.Info($"[UNITS]({Tag}) - Has been registered!"); }
public void DestroySelf() { EEngine.UnRegisterUnit(this); Log.Info($"[UNITS]({this}) - Has been destroyed!"); }
public Level(Vector2 Scale, string[,] MapArray) { Vector2 StartPosition = Vector2.Zero(); for (int x = 0; x < MapArray.GetLength(1); x++) { StartPosition.X += Scale.X / 2; } for (int y = 0; y < MapArray.GetLength(0); y++) { StartPosition.Y += Scale.Y / 2; } StartPosition.X = EEngine.GetScreenCenter().X - StartPosition.X - 10; StartPosition.Y = EEngine.GetScreenCenter().Y - StartPosition.Y - 20; EEngine.InitializeLevel(MapArray.GetLength(0)); for (int i = 0; i < MapArray.GetLength(0); i++) { for (int j = 0; j < MapArray.GetLength(1); j++) { new Level(new Vector2(j * Scale.X + StartPosition.X, i * Scale.Y + StartPosition.Y), Scale, EEngine.GetTile(MapArray[i, j]), new Vector2(j, i)); } } EEngine.Loaded(); }
public void DestroySelf() { Log.Info($"[EFFECTS]({Tag}) - Has been destroyed!"); EEngine.UnRegisterEffect(this); }
public static void CreateArmyUnit(Vector2 Position, Vector2 Scale, int Index, Vector2 Level_Array_Position) { new Armies(Position, Scale, GetUnit(Index), EEngine.GetEffect(0), Level_Array_Position); }
public void DestroySelf() { Log.Info($"[ARMIES]({this.Unit.Tag}) - Has been destroyed!"); EEngine.UnRegisterArmy(this); }
public void DestroySelf() { Log.Info($"[TILES]({Tag}) - Has been destroyed!"); EEngine.UnRegisterTile(this); }