Beispiel #1
0
        /// <summary>
        /// 根据参数重新初始化地图
        /// </summary>
        /// <param name="map"></param>
        /// public enum Atype { 宝石, 钥匙, 怪物, 特殊物品, 地板, 英雄, 门, NPC };
        public static void UpdateFloor(List <List <KeyValuePair <int, int> > > map)
        {
            int k = 0;

            foreach (var list in map)
            {
                for (int i = 0; i < 11; i++)
                {
                    for (int j = 0; j < 11; j++)
                    {
                        var kv = list[i * 11 + j];
                        switch (kv.Key)
                        {
                        case 0:
                            floor_list[k][i, j] = new GemstoneImage((GemstoneType)kv.Value);
                            break;

                        case 1:
                            floor_list[k][i, j] = new KeyImage((KeyType)kv.Value);
                            break;

                        case 2:
                            floor_list[k][i, j] = new MonsterImage((MonsterType)kv.Value);
                            break;

                        case 3:
                            floor_list[k][i, j] = new SpecialItemImage((SpecialItemType)kv.Value);
                            break;

                        case 4:
                            floor_list[k][i, j] = new FloorImage((FloorType)kv.Value);
                            break;

                        case 6:
                            floor_list[k][i, j] = new DoorImage((DoorType)kv.Value);
                            break;
                        }
                    }
                }
                k++;
            }
            CalculationUtility.RefreshStatus();
        }
Beispiel #2
0
        /// <summary>
        /// 初始化所有楼层地图内容
        /// </summary>5p
        private static void InitializeFloor()
        {
            #region 第0层地图

            floor_list[0][0, 0]  = new SpecialItemImage(SpecialItemType.怪物手册);
            floor_list[0][0, 3]  = new FloorImage(FloorType.白墙);
            floor_list[0][0, 5]  = new FloorImage(FloorType.楼梯上);
            floor_list[0][0, 7]  = new FloorImage(FloorType.白墙);
            floor_list[0][0, 10] = new SpecialItemImage(SpecialItemType.楼层飞跃器);

            floor_list[0][1, 3] = new FloorImage(FloorType.白墙);
            floor_list[0][1, 7] = new FloorImage(FloorType.白墙);

            floor_list[0][2, 3] = new FloorImage(FloorType.白墙);
            floor_list[0][2, 7] = new FloorImage(FloorType.白墙);

            floor_list[0][3, 0]  = new FloorImage(FloorType.白墙);
            floor_list[0][3, 1]  = new FloorImage(FloorType.白墙);
            floor_list[0][3, 2]  = new DoorImage(DoorType.黄门);
            floor_list[0][3, 3]  = new FloorImage(FloorType.白墙);
            floor_list[0][3, 7]  = new FloorImage(FloorType.白墙);
            floor_list[0][3, 8]  = new FloorImage(FloorType.白墙);
            floor_list[0][3, 9]  = new DoorImage(DoorType.铁门);
            floor_list[0][3, 10] = new FloorImage(FloorType.白墙);

            for (int i = 0; i < 11; i++)
            {
                if (i != 5)
                {
                    floor_list[0][5, i] = new FloorImage(FloorType.熔浆);
                }
            }
            floor_list[0][5, 5]  = new KeyImage(KeyType.黄钥匙);
            floor_list[0][10, 3] = new FloorImage(FloorType.白墙);

            floor_list[0][9, 3] = new FloorImage(FloorType.白墙);
            floor_list[0][9, 7] = new FloorImage(FloorType.白墙);

            floor_list[0][8, 3] = new FloorImage(FloorType.白墙);
            floor_list[0][8, 7] = new FloorImage(FloorType.白墙);

            floor_list[0][7, 0]  = new FloorImage(FloorType.白墙);
            floor_list[0][7, 1]  = new FloorImage(FloorType.白墙);
            floor_list[0][7, 2]  = new FloorImage(FloorType.白墙);
            floor_list[0][7, 3]  = new FloorImage(FloorType.白墙);
            floor_list[0][7, 7]  = new FloorImage(FloorType.白墙);
            floor_list[0][7, 8]  = new FloorImage(FloorType.白墙);
            floor_list[0][7, 9]  = new FloorImage(FloorType.白墙);
            floor_list[0][7, 10] = new FloorImage(FloorType.白墙);

            #endregion

            #region 第1层地图

            floor_list[1][0, 0] = new NPCImage(NPCType.老人, DialogUtility.dialog_1_0_0);
            floor_list[1][0, 3] = new MonsterImage(MonsterType.绿史莱姆);
            floor_list[1][0, 5] = new FloorImage(FloorType.楼梯下);
            floor_list[1][0, 6] = new FloorImage(FloorType.白墙);
            floor_list[1][0, 8] = new DoorImage(DoorType.黄门);
            floor_list[1][0, 9] = new MonsterImage(MonsterType.绿史莱姆);

            floor_list[1][1, 0]  = new FloorImage(FloorType.白墙);
            floor_list[1][1, 1]  = new FloorImage(FloorType.白墙);
            floor_list[1][1, 3]  = new FloorImage(FloorType.白墙);
            floor_list[1][1, 4]  = new FloorImage(FloorType.白墙);
            floor_list[1][1, 5]  = new FloorImage(FloorType.白墙);
            floor_list[1][1, 6]  = new FloorImage(FloorType.白墙);
            floor_list[1][1, 8]  = new FloorImage(FloorType.白墙);
            floor_list[1][1, 10] = new GemstoneImage(GemstoneType.红宝石);

            floor_list[1][2, 1]  = new FloorImage(FloorType.白墙);
            floor_list[1][2, 3]  = new MonsterImage(MonsterType.小蝙蝠);
            floor_list[1][2, 4]  = new MonsterImage(MonsterType.红史莱姆);
            floor_list[1][2, 8]  = new FloorImage(FloorType.白墙);
            floor_list[1][2, 9]  = new FloorImage(FloorType.白墙);
            floor_list[1][2, 10] = new FloorImage(FloorType.白墙);

            floor_list[1][3, 1] = new FloorImage(FloorType.白墙);
            floor_list[1][3, 3] = new FloorImage(FloorType.白墙);
            floor_list[1][3, 4] = new FloorImage(FloorType.白墙);
            floor_list[1][3, 5] = new FloorImage(FloorType.白墙);
            floor_list[1][3, 6] = new FloorImage(FloorType.白墙);
            floor_list[1][3, 8] = new FloorImage(FloorType.白墙);

            floor_list[1][4, 0]  = new MonsterImage(MonsterType.绿史莱姆);
            floor_list[1][4, 1]  = new DoorImage(DoorType.黄门);
            floor_list[1][4, 3]  = new FloorImage(FloorType.白墙);
            floor_list[1][4, 4]  = new FloorImage(FloorType.白墙);
            floor_list[1][4, 5]  = new FloorImage(FloorType.白墙);
            floor_list[1][4, 6]  = new FloorImage(FloorType.白墙);
            floor_list[1][4, 8]  = new FloorImage(FloorType.白墙);
            floor_list[1][4, 10] = new FloorImage(FloorType.楼梯上);

            floor_list[1][5, 0] = new MonsterImage(MonsterType.红史莱姆);
            floor_list[1][5, 1] = new FloorImage(FloorType.白墙);
            floor_list[1][5, 3] = new MonsterImage(MonsterType.红史莱姆);
            floor_list[1][5, 5] = new KeyImage(KeyType.黄钥匙);
            floor_list[1][5, 6] = new FloorImage(FloorType.白墙);
            floor_list[1][5, 8] = new DoorImage(DoorType.黄门);

            floor_list[1][6, 0] = new MonsterImage(MonsterType.绿史莱姆);
            floor_list[1][6, 1] = new FloorImage(FloorType.白墙);
            floor_list[1][6, 3] = new FloorImage(FloorType.白墙);
            floor_list[1][6, 5] = new MonsterImage(MonsterType.绿史莱姆);
            floor_list[1][6, 6] = new DoorImage(DoorType.黄门);
            floor_list[1][6, 8] = new FloorImage(FloorType.白墙);

            floor_list[1][7, 0] = new GemstoneImage(GemstoneType.蓝宝石);
            floor_list[1][7, 1] = new FloorImage(FloorType.白墙);
            floor_list[1][7, 2] = new FloorImage(FloorType.白墙);
            floor_list[1][7, 3] = new FloorImage(FloorType.白墙);
            floor_list[1][7, 4] = new FloorImage(FloorType.白墙);
            floor_list[1][7, 5] = new FloorImage(FloorType.白墙);
            floor_list[1][7, 6] = new FloorImage(FloorType.白墙);
            floor_list[1][7, 8] = new FloorImage(FloorType.白墙);

            floor_list[1][8, 2] = new FloorImage(FloorType.白墙);
            floor_list[1][8, 3] = new MonsterImage(MonsterType.绿史莱姆);
            floor_list[1][8, 4] = new MonsterImage(MonsterType.红史莱姆);
            floor_list[1][8, 5] = new GemstoneImage(GemstoneType.红宝石);
            floor_list[1][8, 6] = new FloorImage(FloorType.白墙);
            floor_list[1][8, 8] = new FloorImage(FloorType.白墙);

            floor_list[1][9, 2]  = new DoorImage(DoorType.蓝门);
            floor_list[1][9, 3]  = new MonsterImage(MonsterType.小蝙蝠);
            floor_list[1][9, 4]  = new MonsterImage(MonsterType.兽人);
            floor_list[1][9, 5]  = new GemstoneImage(GemstoneType.红血瓶);
            floor_list[1][9, 6]  = new FloorImage(FloorType.白墙);
            floor_list[1][9, 8]  = new FloorImage(FloorType.白墙);
            floor_list[1][9, 9]  = new MonsterImage(MonsterType.红史莱姆);
            floor_list[1][9, 10] = new MonsterImage(MonsterType.红史莱姆);

            floor_list[1][10, 1]  = new KeyImage(KeyType.黄钥匙);
            floor_list[1][10, 2]  = new FloorImage(FloorType.白墙);
            floor_list[1][10, 3]  = new MonsterImage(MonsterType.绿史莱姆);
            floor_list[1][10, 4]  = new MonsterImage(MonsterType.红史莱姆);
            floor_list[1][10, 5]  = new GemstoneImage(GemstoneType.蓝宝石);
            floor_list[1][10, 6]  = new FloorImage(FloorType.白墙);
            floor_list[1][10, 8]  = new FloorImage(FloorType.白墙);
            floor_list[1][10, 9]  = new GemstoneImage(GemstoneType.蓝血瓶);
            floor_list[1][10, 10] = new NPCImage(NPCType.老人, DialogUtility.dialog_1_10_10);
            #endregion

            //默认添加地板
            foreach (IBaseImage[,] image in floor_list)
            {
                for (int i = 0; i < 11; i++)
                {
                    for (int j = 0; j < 11; j++)
                    {
                        if (image[i, j] == null)
                        {
                            image[i, j] = new FloorImage(FloorType.地板);
                        }
                    }
                }
            }
        }