axiosengine/axios/Engine/Gleed2D/Level.cs
Nathan Adams 3c0c5a4ded Adding support for ability to
override functionality of automated Gleed2D level loading
        by adding functions to AxiosGameScreen to override

--HG--
branch : customgleed2dhandling
2012-05-18 21:15:51 -05:00

130 lines
3.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml;
using System.Xml.Serialization;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Content;
using System.IO;
using FarseerPhysics.Dynamics;
using FarseerPhysics.Common;
using FarseerPhysics.SamplesFramework;
using FarseerPhysics.Factories;
namespace Axios.Engine.Gleed2D
{
public partial class Level
{
private World _world;
/// <summary>
/// The name of the level.
/// </summary>
[XmlAttribute()]
public String Name;
[XmlAttribute()]
public bool Visible;
/// <summary>
/// A Level contains several Layers. Each Layer contains several Items.
/// </summary>
public List<Layer> Layers;
/// <summary>
/// A Dictionary containing any user-defined Properties.
/// </summary>
public SerializableDictionary CustomProperties;
public Level()
{
Visible = true;
Layers = new List<Layer>();
CustomProperties = new SerializableDictionary();
}
public Level(World world)
{
Visible = true;
Layers = new List<Layer>();
CustomProperties = new SerializableDictionary();
_world = world;
}
public static Level FromFile(string filename, AxiosGameScreen gameScreen)
{
Dictionary<string, Texture2D> cache = new Dictionary<string, Texture2D>();
FileStream stream = System.IO.File.Open(filename, FileMode.Open);
XmlSerializer serializer = new XmlSerializer(typeof(Level));
Level level = (Level)serializer.Deserialize(stream);
stream.Close();
foreach (Layer layer in level.Layers)
{
foreach (Item item in layer.Items)
{
item.CustomProperties.RestoreItemAssociations(level);
item.load(gameScreen, ref cache);
}
}
return level;
}
public static Level FromStream(FileStream stream, AxiosGameScreen gameScreen)
{
Dictionary<string, Texture2D> cache = new Dictionary<string, Texture2D>();
XmlSerializer serializer = new XmlSerializer(typeof(Level));
Level level = (Level)serializer.Deserialize(stream);
stream.Close();
foreach (Layer layer in level.Layers)
{
foreach (Item item in layer.Items)
{
item.CustomProperties.RestoreItemAssociations(level);
item.load(gameScreen, ref cache);
}
}
return level;
}
public Item getItemByName(string name)
{
foreach (Layer layer in Layers)
{
foreach (Item item in layer.Items)
{
if (item.Name == name) return item;
}
}
return null;
}
public Layer getLayerByName(string name)
{
foreach (Layer layer in Layers)
{
if (layer.Name == name) return layer;
}
return null;
}
public void draw(SpriteBatch sb)
{
foreach (Layer layer in Layers) layer.draw(sb);
}
}
}