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Walls.cs
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Walls.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Game1
{
class WallBlock
{
public Vector2 Position;
public Texture2D Texture;
public Color Color;
public Rectangle rect;
public void UpdatePosition()
{
rect = new Rectangle((int)Position.X, (int)Position.Y, Texture.Width, Texture.Height);
}
public WallBlock(Texture2D texture, Vector2 position, Color color)
{
Position = position;
Texture = texture;
Color = color;
rect = new Rectangle((int)Position.X, (int)Position.Y, Texture.Width, Texture.Height);
}
}
class Walls
{
//string _key;
List<WallBlock> _WallList;
public Dictionary<string, List<WallBlock>> WallDictionary;
//public List<WallBlock> WallList;
Texture2D _Texture;
public void addWalls(string WallGroup, Color color, float StartPointX, float StartPointY, float EndPointX = 0, float EndPointY = 0)
{
if (!WallDictionary.ContainsKey(WallGroup))
{
_WallList = new List<WallBlock>();
if (EndPointX == 0 && EndPointY == 0)
{
var wall = new WallBlock(_Texture, new Vector2(StartPointX, StartPointY), color);
_WallList.Add(wall);
}
else
{
for (float x = StartPointX; x <= EndPointX; x++)
{
for (float y = StartPointY; y <= EndPointY; y++)
{
var wall = new WallBlock(_Texture, new Vector2(x, y), color);
_WallList.Add(wall);
}
}
}
WallDictionary.Add(WallGroup, _WallList);
_WallList = new List<WallBlock>();
}
else if (WallDictionary.ContainsKey(WallGroup))
{
if (EndPointX == 0 && EndPointY == 0)
{
var wall = new WallBlock(_Texture, new Vector2(StartPointX, StartPointY), color);
WallDictionary[WallGroup].Add(wall);
}
else
{
for (float x = StartPointX; x <= EndPointX; x++)
{
for (float y = StartPointY; y <= EndPointY; y++)
{
var wall = new WallBlock(_Texture, new Vector2(x, y), color);
WallDictionary[WallGroup].Add(wall);
}
}
}
}
}
public void DeleteWalls(string WallGroup)
{
WallDictionary.Remove(WallGroup);
}
public List<WallBlock> DrawOrder()
{
var order = new List<WallBlock>();
foreach (var key in WallDictionary.Keys)
{
foreach (var wall in WallDictionary[key])
{
order.Add(wall);
}
}
return order;
}
public Walls(TextureGenerator TextureGen,int Width, int Height)
{
_Texture = TextureGen.CreateTexture(Width, Height, Color.White);
WallDictionary = new Dictionary<string, List<WallBlock>>();
}
}
}