AddCeiling() public method

public AddCeiling ( int layer ) : void
layer int
return void
示例#1
0
        /// <summary>
        /// LoadContent wird einmal pro Spiel aufgerufen und ist der Platz, wo
        /// Ihr gesamter Content geladen wird.
        /// </summary>
        protected override void LoadContent()
        {
            // Erstellen Sie einen neuen SpriteBatch, der zum Zeichnen von Texturen verwendet werden kann.
            _spriteBatch = new SpriteBatch(GraphicsDevice);

            _tileSetTexture = Content.Load<Texture2D>(@"grass");
            _treeTexture = Content.Load<Texture2D>("tree");
            _deadTreeTexture = Content.Load<Texture2D>("deadtree");
            _gruselUteTexture = Content.Load<Texture2D>("wildboar");
            _blackHoleTexture = Content.Load<Texture2D>("blackhole");
            _potionTexture = Content.Load<Texture2D>("potion");
            _cestTexture = Content.Load<Texture2D>("Schatztruhe");

            _input = new InputManager(this);
            _interface = new Interface(this);

            _player = new Player(this);
            _parser = new XML_Parser(this);
            _dialogSystem = new DialogSystem(this);
            //_parser.SetFilename("Horst");
            //_parser.SaveText();
            _parser.SetFilename("0");

            //_parser.SetLevel();
            //_parser.SaveLevel();
            try
            {
                _parser.LoadLevel();
                _currentLevel = _parser.GetLevel();
            }
            catch (Exception e)
            {
                _currentLevel = new Level(this);
                int[,] layer0 = new int[,] {
                            {1,1,1,1,1,1,1,1},
                            {1,9,9,9,9,9,9,1},
                            {1,9,9,9,9,9,9,1},
                            {1,9,9,54,111,111,9,1},
                            {1,9,9,9,111,111,9,1},
                            {1,9,9,9,9,54,9,1},
                            {1,9,9,9,9,9,9,1},
                            {1,1,1,1,1,1,1,1}};
                int[,] layer1 = { { 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 0, 0, 87 } };
                layer0[1, 5] = 65;
                _currentLevel.AddFloor(layer0);
                _currentLevel.AddCeiling(new int[0, 0]);
            }
            PlayerClasses.CollisionDetector.Setup(_currentLevel);

            this.Components.Add(_input);

            _currentLevel.LoadContent();

            _player.LoadContent(Content);

            // TODO: Verwenden Sie this.Content, um Ihren Spiel-Inhalt hier zu laden
        }
示例#2
0
        public Level GetLevel()
        {
            // Variablen

            String[] splitvektor;
            String[] split;

            // Ermittlung Ebenengroeße
            split = _level._ebenengroeße.Split(';');
            int[,] levelgroeße = new int[split.Length, 2];

            for (int i = 0; i < split.Length; i++)
            {
                splitvektor = split[i].Split(',');
                levelgroeße[i, 0] = int.Parse(splitvektor[0]);
                levelgroeße[i, 1] = int.Parse(splitvektor[1]);
            }

            // Ermittlung Ebene0
            split = _level._ebene_0_Grundtextur.Split(';');
            int[,] ebene0 = new int[levelgroeße[0, 0], levelgroeße[0, 1]];

            for (int i = 0; i < levelgroeße[0, 0]; i++)
            {
                splitvektor = split[i].Split(',');
                for (int j = 0; j < levelgroeße[0, 1]; j++)
                {
                    ebene0[i, j] = int.Parse(splitvektor[j]);
                }
            }

            // Ermittlung Ebene2
            split = _level._ebene_2_obereObjekts.Split(';');
            int[,] ebene2 = new int[levelgroeße[2, 0], levelgroeße[2, 1]];

            for (int i = 0; i < levelgroeße[2, 0]; i++)
            {
                splitvektor = split[i].Split(',');
                for (int j = 0; j < levelgroeße[2, 1]; j++)
                {
                    ebene2[i, j] = int.Parse(splitvektor[j]);
                }
            }

            // Erzeugung von Liste mit Einheiten
            split = _level._unitsposition.Split(';');
            List<Entity> units = new List<Entity>();
            Entity unit;

            Level level = new Level(_game);

            for (int i = 0; i < split.Length; i++)
            {
                splitvektor = split[i].Split(',');
                Vector2 vektor = new Vector2(int.Parse(splitvektor[0]), int.Parse(splitvektor[1]));
                switch (i)
                {
                    case 0:
                        unit = new EntityGruselUte(_game, vektor, (_game as Game1)._gruselUteTexture);
                        break;
                    case 1:
                        unit = new EntityTree(_game, vektor, (_game as Game1)._treeTexture);
                        break;
                    case 2:
                        unit = new EntityHorst(_game, vektor, (_game as Game1)._treeTexture, "Horst");
                        break;
                    case 3:
                        unit = new EntityJumpPoint(_game, vektor, (_game as Game1)._blackHoleTexture,
                            level, new Vector2(500,500));
                        break;
                    case 4:
                        // Truhe http://mariowiki.net/w/images/8/89/WL4_Sprite_Schatztruhe.png
                        unit = new EntityChest(_game, vektor, (_game as Game1)._cestTexture);
                        break;
                    default:
                        unit = new EntityPotion(_game, vektor, (_game as Game1)._potionTexture);
                        break;
                }
                level.AddDynamics(unit);
            }

            /*level.AddLayer(0, ebene0);
            level.AddLayer(2, ebene2);*/
            level.AddFloor(ebene0);
            level.AddCeiling(ebene2);

            return level;
        }