ArcadeRPG.ObjectManager.load C# (CSharp) Метод

load() публичный Метод

public load ( ArcadeRPG.TileLayer _objects_layer ) : void
_objects_layer ArcadeRPG.TileLayer
Результат void
        public void load(TileLayer _objects_layer)
        {
            objects_layer = _objects_layer;
            for (int w = 0; w < objects_layer.getWidth(); ++w)
            {
                for (int h = 0; h < objects_layer.getHeight(); ++h)
                {
                    Tile t = objects_layer.getTile(w, h);
                    if (t.getTexture() == -1)
                    {
                        continue;
                    }
                    if (obj_hash[t.getTexture()] == objectType.SPAWN)
                    {
                        if (t.getTexture() == PLAYER_SPAWN)
                        {
                            game_state.local_player.setX((w * TileEngine.TILE_SIZE)+(TileEngine.TILE_SIZE/2) - game_state.local_player.getWidth()/2);///2+game_state.local_player.getWidth());
                            game_state.local_player.setY((h * TileEngine.TILE_SIZE) + (TileEngine.TILE_SIZE / 2) - game_state.local_player.getHeight());///2+game_state.local_player.getHeight());
                        }
                        else
                        {

                            int width = 0;
                            int height = 0;
                            enemyType type = enemyType.BEETLE;

                            switch (t.getTexture())
                            {
                                case 78: //Beetle
                                    width = 30;
                                    height = 23;
                                    type = enemyType.BEETLE;
                                    break;
                                case 72: //grunt
                                    width = 32;
                                    height = 36;
                                    type = enemyType.GRUNT;
                                    break;
                                case 73: //Berserker
                                    width = 32;
                                    height = 36;
                                    type = enemyType.BERSERKER;
                                    break;
                                case 77: //Trooper
                                    width = 32;
                                    height = 36;
                                    type = enemyType.TROOPER;
                                    break;
                                default:
                                    continue;

                            }

                            Enemy monster = new Enemy((w * TileEngine.TILE_SIZE)+16-(width/2), (h * TileEngine.TILE_SIZE)+16-(height/2), width, height, type);
                            game_state.monster_engine.AddMonster(monster);
                        }

                        t.setTexture(-1);
                    }
                }
            }
        }