return;
foreach(Tile tile in Selection) {
if(sender == SolidCheckButton)
- tile.Solid = SolidCheckButton.Active;
+ tile.SetAttribute(Attribute.SOLID, SolidCheckButton.Active);
if(sender == UniSolidCheckButton)
- tile.UniSolid = UniSolidCheckButton.Active;
+ tile.SetAttribute(Attribute.UNISOLID, UniSolidCheckButton.Active);
if(sender == IceCheckButton)
- tile.Ice = IceCheckButton.Active;
+ tile.SetAttribute(Attribute.ICE, IceCheckButton.Active);
if(sender == WaterCheckButton)
- tile.Water = WaterCheckButton.Active;
+ tile.SetAttribute(Attribute.WATER, WaterCheckButton.Active);
if(sender == SlopeCheckButton)
- tile.Slope = SlopeCheckButton.Active;
+ tile.SetAttribute(Attribute.SLOPE, SlopeCheckButton.Active);
if(sender == HiddenCheckButton)
tile.Hidden = HiddenCheckButton.Active;
if(sender == DontUseCheckButton)
string nextimage = "";
foreach(Tile tile in Selection) {
if(first) {
- SolidCheckButton.Active = tile.Solid;
- UniSolidCheckButton.Active = tile.UniSolid;
- IceCheckButton.Active = tile.Ice;
- WaterCheckButton.Active = tile.Water;
- SlopeCheckButton.Active = tile.Slope;
+ SolidCheckButton.Active = tile.HasAttribute(Attribute.SOLID);
+ UniSolidCheckButton.Active = tile.HasAttribute(Attribute.UNISOLID);
+ IceCheckButton.Active = tile.HasAttribute(Attribute.ICE);
+ WaterCheckButton.Active = tile.HasAttribute(Attribute.WATER);
+ SlopeCheckButton.Active = tile.HasAttribute(Attribute.SLOPE);
HiddenCheckButton.Active = tile.Hidden;
DontUseCheckButton.Active = tile.ID == -1;
DataEntry.Text = tile.Data.ToString();
public Rectangle Region;
}
+public class Attribute {
+ /// <summary>solid tile that is indestructible by Tux</summary>
+ public const int SOLID = 0x0001;
+ /// <summary>uni-directional solid tile</summary>
+ public const int UNISOLID = 0x0002;
+ /// <summary>a brick that can be destroyed by jumping under it</summary>
+ public const int BRICK = 0x0004;
+ /// <summary>the level should be finished when touching a goaltile.</summary>
+ /// <remarks>
+ /// if <see cref="Data">data</see> is 0 then the endsequence should be
+ /// triggered, if <see cref="Data">data</see> is 1 then we can finish
+ /// the level instantly.
+ /// </remarks>
+ public const int GOAL = 0x0008;
+ /// <summary>slope tile</summary>
+ public const int SLOPE = 0x0010;
+ /// <summary>Bonusbox, content is stored in <see cref="Data">data</see></summary>
+ public const int FULLBOX = 0x0020;
+ /// <summary>Tile is a coin</summary>
+ public const int COIN = 0x0040;
+ /// <summary>an ice brick that makes tux sliding more than usual</summary>
+ public const int ICE = 0x0100;
+ /// <summary>a water tile in which tux starts to swim</summary>
+ public const int WATER = 0x0200;
+ /// <summary>a tile that hurts the player if he touches it</summary>
+ public const int HURTS = 0x0400;
+ /// <summary>for lava: WATER, HURTS, FIRE</summary>
+ public const int FIRE = 0x0800;
+
+
+ // TODO: Find out why are worldmap tile attributes stored in data(s)
+ // worldmap flags
+ public const int WORLDMAP_NORTH = 0x0001;
+ public const int WORLDMAP_SOUTH = 0x0002;
+ public const int WORLDMAP_EAST = 0x0004;
+ public const int WORLDMAP_WEST = 0x0008;
+
+ public const int WORLDMAP_STOP = 0x0010;
+}
+
public class Tile {
- public int ID;
- public bool Solid;
- public bool UniSolid;
- public bool Ice;
- public bool Water;
- public bool Slope;
- public bool Hidden;
- public bool Hurts;
- public bool FullBox;
- public bool Brick;
- public bool Coin;
- public bool Goal;
- public int NextTile;
- public int Data;
- public float AnimFps;
- public string EditorImage;
- public ArrayList Images = new ArrayList();
-
- public Tile() {
- ID = -1;
- NextTile = -1;
- AnimFps = 1;
- }
+ public int ID;
+ public bool Hidden;
+ public int NextTile;
+ public int Attributes;
+ public int Data;
+ public float AnimFps;
+ public string EditorImage;
+ public ArrayList Images = new ArrayList();
+
+ public Tile() {
+ ID = -1;
+ NextTile = -1;
+ AnimFps = 1;
+ }
+
+ public bool HasAttribute (int Attrib)
+ {
+ return (Attributes & Attrib) != 0;
+ }
+
+ public void SetAttribute (int Attrib, bool Value)
+ {
+ if (Value)
+ Attributes |= Attrib;
+ else
+ Attributes &= (~Attrib); //NOTE: "~" stands for bitwise negation
+ }
public void Write(LispWriter writer) {
writer.StartList("tile");
Console.WriteLine("no images on tile " + ID);
}
- if(Solid)
+ if(HasAttribute(Attribute.SOLID))
writer.Write("solid", true);
- if(UniSolid)
+ if(HasAttribute(Attribute.UNISOLID))
writer.Write("unisolid", true);
- if(Ice)
+ if(HasAttribute(Attribute.ICE))
writer.Write("ice", true);
- if(Water)
+ if(HasAttribute(Attribute.WATER))
writer.Write("water", true);
- if(Slope)
+ if(HasAttribute(Attribute.SLOPE))
writer.Write("slope-type", Data);
- if(Hurts)
+ if(HasAttribute(Attribute.HURTS))
writer.Write("hurts", true);
- if(Hidden)
- writer.Write("hidden", true);
- if(Coin)
+ if(HasAttribute(Attribute.COIN))
writer.Write("coin", true);
- if(FullBox)
+ if(HasAttribute(Attribute.FULLBOX))
writer.Write("fullbox", true);
- if(Brick)
+ if(HasAttribute(Attribute.BRICK))
writer.Write("brick", true);
+ if(HasAttribute(Attribute.GOAL))
+ writer.Write("goal", true);
+
+ if(Hidden)
+ writer.Write("hidden", true);
if(NextTile >= 0)
writer.Write("next-tile", NextTile);
- if(Goal)
- writer.Write("goal", true);
if(EditorImage != null)
writer.Write("editor-images", EditorImage);
if(Data != 0)
case "editor-images":
EditorImage = parser.StringValue;
break;
+ case "anim-fps":
+ AnimFps = parser.FloatValue;
+ break;
+ case "data":
+ Data = parser.IntegerValue;
+ break;
+ case "next-tile":
+ NextTile = parser.IntegerValue;
+ break;
+ case "hidden":
+ Hidden = parser.BoolValue;
+ break;
case "solid":
- Solid = parser.BoolValue;
+ SetAttribute(Attribute.SOLID, parser.BoolValue);
break;
case "unisolid":
- UniSolid = parser.BoolValue;
+ SetAttribute(Attribute.UNISOLID, parser.BoolValue);
break;
case "ice":
- Ice = parser.BoolValue;
+ SetAttribute(Attribute.ICE, parser.BoolValue);
break;
case "water":
- Water = parser.BoolValue;
+ SetAttribute(Attribute.WATER, parser.BoolValue);
break;
case "slope-type":
- Slope = true;
+ SetAttribute(Attribute.SLOPE, true);
Data = parser.IntegerValue;
break;
- case "anim-fps":
- AnimFps = parser.FloatValue;
- break;
case "hurts":
- Hurts = parser.BoolValue;
- break;
- case "hidden":
- Hidden = parser.BoolValue;
- break;
- case "data":
- Data = parser.IntegerValue;
- break;
- case "next-tile":
- NextTile = parser.IntegerValue;
+ SetAttribute(Attribute.HURTS, parser.BoolValue);
break;
case "brick":
- Brick = parser.BoolValue;
+ SetAttribute(Attribute.BRICK, parser.BoolValue);
break;
case "fullbox":
- FullBox = parser.BoolValue;
+ SetAttribute(Attribute.FULLBOX, parser.BoolValue);
break;
case "coin":
- Coin = parser.BoolValue;
+ SetAttribute(Attribute.COIN, parser.BoolValue);
break;
case "goal":
- Goal = parser.BoolValue;
+ SetAttribute(Attribute.GOAL, parser.BoolValue);
break;
default:
Console.WriteLine("Unknown tile element " + symbol);