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level.go
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package game_manager
import (
"encoding/xml"
"fmt"
"github.com/veandco/go-sdl2/sdl"
"io/ioutil"
"os"
)
type Level struct {
XMLName xml.Name `xml:"map"`
tilesets []*Tileset `xml:"tileset"`
layers []*Layer `xml:"layer"`
}
//*****************************************************************************
// ParseLevel
//*****************************************************************************
func ParseLevel(levelFile string) *Level {
var level *Level
xmlFile, err := os.Open(levelFile)
if err != nil {
fmt.Println("Error opening file:", err)
return
}
defer xmlFile.Close()
xmlData, _ := ioutil.ReadAll(xmlFile)
xml.Unmarshal(xmlData, &level)
return level
}
//*****************************************************************************
// GetLayers
//*****************************************************************************
func (level *Level) GetLayers() []*Layer {
return level.layers
}
//*****************************************************************************
// GetTilesets
//*****************************************************************************
func (level *Level) GetTilesets() []*Tileset {
return level.tilesets
}
//*****************************************************************************
// update
//*****************************************************************************
func (level *Level) update(game *Game) {
for _, layer := range level.layers {
layer.update()
}
}
//*****************************************************************************
// render
//*****************************************************************************
func (level *Level) render(game *Game) {
for _, layer := range level.layers {
layer.render()
}
}