//Función para cargar al entrar en el estado de Play donde se cargan y se crean los diferentes gameobjects bool PlayState::onEnter() { LevelParser levelParser; //StateParser stateParser; map = levelParser.parseLevel("assets/map.tmx"); //stateParser.parseState("tiny.xml", s_playID, &m_gameObjects, &m_textureIDList); return true; }
void GameScene::loadLevelData() { LevelParser parser; levelData = parser.parseTrollbergLevel(levelFile); color = levelData.color; levelWidth = levelData.playfield.width; batch = new Pim::SpriteBatchNode(levelData.batchFile); }
bool PlayState::onEnter() { LevelParser levelParser; pLevel = levelParser.parseLevel("assets/space_tilemap.tmx"); // Parse the states file StateParser stateParser; stateParser.parseState("assets/states-config.xml", s_playID, &m_gameObjects, &m_textureIDList); std::cout << "Entering PlayState" << std::endl; return true; }
bool PlayState::onEnter() { LevelParser levelParser; //Parse Map File and return into pLevel pLevel = levelParser.parseLevel("assets/map1.tmx"); if (pLevel != 0) { m_loadingComplete = true; } std::cout << "Entering Play State" << std::endl; return true; }
bool PlayState::onEnter() { //printf("Entro en PlayState"); // parse the state //StateParser stateParser; //stateParser.parseState("./images/miXML.xml", s_playID, &m_gObjects, &m_textureIDList); //m_callbacks.push_back(0); //setCallbacks(m_callbacks); SoundManager::Instance()->playMusic("Worldmap", -1); LevelParser levelParser; m_level = levelParser.parseLevel("./images/mapa.tmx"); return true; };
bool PlayState::onEnter() { StateParser stateParser; stateParser.parseState("./Data/Tiny.xml", s_playID, &m_gObjects, &m_TextureIDList); LevelParser levelParser; pLevel = levelParser.parseLevel("./Data/mapaObjetos.tmx"); //layerParser.parseTileLayer("./Data/mapa1.tmx"); m_callbacks.push_back(0); setCallbacks(); SoundManager::Instance()->playMusic("play", -1); /*player = new Player(); zep = new Zep(); gordo = new Gordo(); TextureManager::Instance()->load("Kirby.bmp", "player", Game::Instance()->getRender()); TextureManager::Instance()->load("ZepS.bmp", "zep", Game::Instance()->getRender()); TextureManager::Instance()->load("GordoS.bmp", "gordo", Game::Instance()->getRender()); load = new LoaderParams(100, 100, 35, 32,10, "player",0); load2 = new LoaderParams(200, 200, 89, 78,4, "zep",0); load3 = new LoaderParams(400, 300, 50, 70,4, "gordo", 0); player->load(load); m_gObjects.push_back(player); zep->load(load2); m_gObjects.push_back(zep); gordo->load(load3); m_gObjects.push_back(gordo);*/ return true; }