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mirror of https://github.com/Memorix101/UnityXNA/ synced 2024-12-30 15:25:35 +01:00
Barnaby Smith 6fe889760d First commit. Proof of concept implementation.
The XNA 4.0 PlatformerGame sample is successfully running inside Unity3D
3.5.
Implemented a basic game loop, game timing, content loading for
Texture2D, SoundEffect and Song. Emulated SpriteBatch drawing for
sprites and strings (note SpriteFont is not yet supported to all strings
are rendered using the default GUI label font). Songs can be played
using an AudioSource attached to the XNATest game object which acts as
an emulator for MediaPlayer. Playing a SoundEffect creates a game object
with an AudioSource attached which is automatically deleted when the
sound finishes. Implemented keyboard input with a limited set of XNA
Keys mapping to Unity3D KeyCodes.
2012-07-07 20:57:54 +01:00

63 lines
1.8 KiB
C#

#region File Description
//-----------------------------------------------------------------------------
// Tile.cs
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#endregion
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Platformer
{
/// <summary>
/// Controls the collision detection and response behavior of a tile.
/// </summary>
enum TileCollision
{
/// <summary>
/// A passable tile is one which does not hinder player motion at all.
/// </summary>
Passable = 0,
/// <summary>
/// An impassable tile is one which does not allow the player to move through
/// it at all. It is completely solid.
/// </summary>
Impassable = 1,
/// <summary>
/// A platform tile is one which behaves like a passable tile except when the
/// player is above it. A player can jump up through a platform as well as move
/// past it to the left and right, but can not fall down through the top of it.
/// </summary>
Platform = 2,
}
/// <summary>
/// Stores the appearance and collision behavior of a tile.
/// </summary>
struct Tile
{
public Texture2D Texture;
public TileCollision Collision;
public const int Width = 40;
public const int Height = 32;
public static readonly Vector2 Size = new Vector2(Width, Height);
/// <summary>
/// Constructs a new tile.
/// </summary>
public Tile(Texture2D texture, TileCollision collision)
{
Texture = texture;
Collision = collision;
}
}
}