public static GameData getInstance() { if (Instance == null) { Instance = new GameData(); } return Instance; }
} // End constructor. #endregion public void setUp( string mapName, float mapVersion, string mapOrientation, int mapWidth, int mapHeight, int mapTileWidth, int mapTileHeight, int numberOfLayers, List<MapRow> rowList ) { // Start Setup. // Singleton reference cache: _camera = Camera.getInstance(); _gameData = GameData.getInstance(); _spriteBatch = Game1.Instance.SpriteBatch; // Information loaded from the map: _mapName = mapName; _mapVersion = mapVersion; _mapOrientation = mapOrientation; _mapWidth = mapWidth; _mapHeight = mapHeight; _mapTileWidth = mapTileWidth; _mapTileHeight = mapTileHeight; _numberOfLayers = numberOfLayers; _rowList = rowList; // Getting the texture: if ( _gameData.ArtManager.ContainsKey ( mapName ) ) _texture = _gameData.ArtManager.getObject ( _mapName ); else _texture = _gameData.ArtManager.getObject ( GameGlobals.defaultGraphicFiles[1] ); _textureWidth = _texture.Width; _textureHeight = _texture.Height; // Setting basic draw data based on defaults: _sourceRect = Rectangle.Empty; _sourceRect.Width = _mapTileWidth; _sourceRect.Height = _mapTileHeight; _tint = MapGlobals.defaultTint; _rotation = MapGlobals.defaultRotation; _origin = MapGlobals.defaultOrigin; _scale = MapGlobals.defaultScale; _spriteEffect = MapGlobals.defaultSpriteEffect; _layer = 1.0f; _tilesToViewAcross = (int) ( _gameData.ViewportWidth / _mapTileWidth ); _tilesToViewDown = (int) ( _gameData.ViewportHeight / _mapTileHeight ); //_rotationCompensatorMultiplier = MapGlobals.tileViewMultiplier; } // End Setup.