* - Starting work on AxiosCSV

* - Adding CustomProperties field to Glee2D Layer object (this is because Layers can have custom properties)
* - Passing Layer to Items in Glee2D library
* - Adding public virtual bool LoadTextureItem(TextureItem textureitem) to AxiosGameScreen
This commit is contained in:
Nathan Adams 2012-07-20 22:11:10 -05:00
parent c0ef5e2a94
commit 0fb31c3b0f
11 changed files with 49 additions and 23 deletions

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@ -107,7 +107,10 @@
* - Adding DegreeToRadian/RadianToDegree double extensions
* - Fixing UI detect bug
* - Adding Width/Height/Position/RealPosition to DrawableAxiosGameObject
*
* - Starting work on AxiosCSV
* - Adding CustomProperties field to Glee2D Layer object (this is because Layers can have custom properties)
* - Passing Layer to Items in Glee2D library
* - Adding public virtual bool LoadTextureItem(TextureItem textureitem) to AxiosGameScreen
*
*/
#endregion

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@ -464,6 +464,10 @@ namespace Axios.Engine
return true;
}
public virtual bool LoadTextureItem(TextureItem textureitem)
{
return true;
}
}
}

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@ -1,4 +1,4 @@

using System.Collections.Generic;
using Axios.Engine.File;
namespace Axios.Engine.Data
@ -10,5 +10,12 @@ namespace Axios.Engine.Data
{
_file = file;
}
public List<Dictionary<string, string>> GetData()
{
List<Dictionary<string, string>> ret = new List<Dictionary<string, string>>();
return ret;
}
}
}

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@ -23,9 +23,9 @@ namespace Axios.Engine.Gleed2D
{
}
public override void load(AxiosGameScreen gameScreen, ref Dictionary<string, Texture2D> cache)
public override void load(AxiosGameScreen gameScreen, ref Dictionary<string, Texture2D> cache, Layer layer)
{
base.load(gameScreen, ref cache);
base.load(gameScreen, ref cache, layer);
if (gameScreen.LoadCircleItem(this))
{
_body = BodyFactory.CreateCircle(gameScreen.World, Radius, 1f);

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@ -49,7 +49,7 @@ namespace Axios.Engine.Gleed2D
/// Called by Level.FromFile(filename) on each Item after the deserialization process.
/// Should be overriden and can be used to load anything needed by the Item (e.g. a texture).
/// </summary>
public virtual void load(AxiosGameScreen gameScreen, ref Dictionary<string, Texture2D> cache)
public virtual void load(AxiosGameScreen gameScreen, ref Dictionary<string, Texture2D> cache, Layer layer)
{
}

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@ -35,6 +35,11 @@ namespace Axios.Engine.Gleed2D
/// </summary>
public Vector2 ScrollSpeed;
/// <summary>
/// A Dictionary containing any user-defined Properties.
/// </summary>
public SerializableDictionary CustomProperties;
public Layer()
{

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@ -67,7 +67,7 @@ namespace Axios.Engine.Gleed2D
foreach (Item item in layer.Items)
{
item.CustomProperties.RestoreItemAssociations(level);
item.load(gameScreen, ref cache);
item.load(gameScreen, ref cache, layer);
}
}
@ -86,7 +86,7 @@ namespace Axios.Engine.Gleed2D
foreach (Item item in layer.Items)
{
item.CustomProperties.RestoreItemAssociations(level);
item.load(gameScreen, ref cache);
item.load(gameScreen, ref cache, layer);
}
}

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@ -26,9 +26,9 @@ namespace Axios.Engine.Gleed2D
{
}
public override void load(AxiosGameScreen gameScreen, ref Dictionary<string, Texture2D> cache)
public override void load(AxiosGameScreen gameScreen, ref Dictionary<string, Texture2D> cache, Layer layer)
{
base.load(gameScreen, ref cache);
base.load(gameScreen, ref cache, layer);
if (gameScreen.LoadPathItem(this))
{
Vertices v = new Vertices(LocalPoints.Length);

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@ -22,11 +22,12 @@ namespace Axios.Engine.Gleed2D
public RectangleItem()
{
}
public override void load(AxiosGameScreen gameScreen, ref Dictionary<string, Texture2D> cache)
public override void load(AxiosGameScreen gameScreen, ref Dictionary<string, Texture2D> cache, Layer layer)
{
base.load(gameScreen, ref cache);
base.load(gameScreen, ref cache, layer);
if (gameScreen.LoadRectangleItem(this))
{
_body = BodyFactory.CreateRectangle(gameScreen.World, ConvertUnits.ToSimUnits(Width), ConvertUnits.ToSimUnits(Height), 1f);

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@ -58,7 +58,7 @@ namespace Axios.Engine.Gleed2D
/// exists as an asset in your project.
/// Loading is done in the Item's load() method.
/// </summary>
Texture2D texture;
public Texture2D texture;
/// <summary>
/// The item's origin relative to the upper left corner of the texture. Usually the middle of the texture.
@ -66,6 +66,8 @@ namespace Axios.Engine.Gleed2D
/// </summary>
public Vector2 Origin;
public Layer Layer;
public TextureItem()
{
@ -77,8 +79,10 @@ namespace Axios.Engine.Gleed2D
/// You must provide your own implementation. However, you can rely on all public fields being
/// filled by the level deserialization process.
/// </summary>
public override void load(AxiosGameScreen gameScreen, ref Dictionary<string, Texture2D> cache)
public override void load(AxiosGameScreen gameScreen, ref Dictionary<string, Texture2D> cache, Layer layer)
{
this.Layer = layer;
base.load(gameScreen, ref cache, layer);
//throw new NotImplementedException();
//TODO: provide your own implementation of how a TextureItem loads its assets
@ -90,8 +94,10 @@ namespace Axios.Engine.Gleed2D
cache[asset_name] = gameScreen.ScreenManager.Game.Content.Load<Texture2D>(asset_name);
}
this.texture = cache[asset_name];
Visible = gameScreen.LoadTextureItem(this);
//this.texture = cm.Load<Texture2D>(asset_name);
}
public override void draw(SpriteBatch sb)

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@ -95,20 +95,20 @@ namespace Axios.Engine
Vertices vertices = PolygonTools.CreatePolygon(data, this.Texture.Width, false);
Vector2 vector = -vertices.GetCentroid();
vertices.Translate(ref vector);
base.Origin = -vector;
this.Origin = -vector;
List<Vertices> list = BayazitDecomposer.ConvexPartition(SimplifyTools.ReduceByDistance(vertices, 4f));
base._scale = 1f;
Vector2 vector2 = (Vector2)(new Vector2(ConvertUnits.ToSimUnits(1)) * base._scale);
this._scale = 1f;
Vector2 vector2 = (Vector2)(new Vector2(ConvertUnits.ToSimUnits(1)) * this._scale);
foreach (Vertices vertices2 in list)
{
vertices2.Scale(ref vector2);
}
base.BodyPart = BodyFactory.CreateCompoundPolygon(gameScreen.World, list, 1f, BodyType.Dynamic);
base.BodyPart.BodyType = BodyType.Dynamic;
base.BodyPart.Position = base.Position;
base.BodyPart.UserData = this;
base.BodyPart.CollidesWith = Category.All;
base.BodyPart.CollisionCategories = Category.All;
this.BodyPart = BodyFactory.CreateCompoundPolygon(gameScreen.World, list, 1f, BodyType.Dynamic);
this.BodyPart.BodyType = BodyType.Dynamic;
this.BodyPart.Position = this.Position;
this.BodyPart.UserData = this;
this.BodyPart.CollidesWith = Category.All;
this.BodyPart.CollisionCategories = Category.All;
}
}