7
Answers

reading ascii text file into an array

Don

Don

14y
18k
1
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!

Answers (7)