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16
0
reading ascii text file into an array
Jun 28 2008 4:30 PM
Hi all
I am writing a small 2D tile based maze game demo. I have been able to generate the maze using a two dimensional array hardcoded, but would like to store the maze data as a file to be read into the array.
I am not clear, as I am new to C# but itermediate in C++, on how to do this.
Here is my code so far, sorry if it is not formatted properly for this forum.
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
namespace Maze
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
const int MazeWidth = 6; // width of the maze
const int MazeHeight = 6; // height of the maze
char [] Maze = new char[MazeWidth,MazeHeight];
Vector2 mposition = new Vector2(0, 0);
Texture2D mSpriteTexture;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
// Read in maze file
// Read the file as one string.
int counter = 0;
string line;
// Read the file and display it line by line.
System.IO.StreamReader file =
new System.IO.StreamReader(@"c:\users\cad\documents\test.txt");
while ((line = file.ReadLine()) != null)
{
for (int x = 0; x <= MazeHeight; x++)
{
for (int y = 0; y <= MazeWidth; y++)
Maze[x,y]=line;
}
}
file.Close();
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
// TODO: use this.Content to load your game content here
mSpriteTexture=this.Content.Load<Texture2D>("block");
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
// TODO: Add your update logic here
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
spriteBatch.Begin();
for (int i = 0; i <= 5; i++)
{
for (int j = 0; j <= 5; j++)
{
if (Maze[j,i] == 1)
{
mposition = new Vector2(i*mSpriteTexture.Height,j*mSpriteTexture.Width);
//spriteBatch.Begin();
spriteBatch.Draw(mSpriteTexture, mposition, Color.White);
//spriteBatch.End();
}
}
}
spriteBatch.End();
base.Draw(gameTime);
}
}
}
The section of code to read in the file doesn't work as it is now.
Any advice would be greatly appreciated.
Thanks!
Reply
Answers (
7
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