Beispiel #1
0
        private void GenerateMap()
        {
            // Create the map.
            RogueSharp.MapCreation.IMapCreationStrategy <RogueSharp.Map> mapCreationStrategy
                = new RogueSharp.MapCreation.RandomRoomsMapCreationStrategy <RogueSharp.Map>(Width, Height, 100, 15, 4);

            rogueMap = RogueSharp.Map.Create(mapCreationStrategy);
            rogueFOV = new RogueSharp.FieldOfView(rogueMap);

            // Create the local cache of the map data.
            mapData = new MapObjects.MapObjectBase[Width, Height];

            // Loop through the map information generated by RogueSharp and create out cached visuals of that data.
            foreach (var cell in rogueMap.GetAllCells())
            {
                if (cell.IsWalkable)
                {
                    // Our local information about each map square.
                    mapData[cell.X, cell.Y] = new MapObjects.Floor();

                    // Copy the appearance we've defined for Floor or Wall or whatever to the actual console data that is being rendered.
                    mapData[cell.X, cell.Y].RenderToCell(this[cell.X, cell.Y], false, false);
                }
                else
                {
                    rogueMap.SetCellProperties(cell.X, cell.Y, false, false);
                    mapData[cell.X, cell.Y] = new MapObjects.Wall();
                    mapData[cell.X, cell.Y].RenderToCell(this[cell.X, cell.Y], false, false);

                    // A wall blocks LOS
                    rogueMap.SetCellProperties(cell.X, cell.Y, false, cell.IsWalkable);
                }
            }

            RogueSharp.Random.IRandom random = new RogueSharp.Random.DotNetRandom();

            // Position the player somewhere on a walkable square.
            while (true)
            {
                int x = random.Next(Width - 1);
                int y = random.Next(Height - 1);
                if (rogueMap.IsWalkable(x, y))
                {
                    Player.Position = new Point(x, y);

                    // Center the view area.
                    TextSurface.RenderArea = new Rectangle(Player.Position.X - (TextSurface.RenderArea.Width / 2),
                                                           Player.Position.Y - (TextSurface.RenderArea.Height / 2),
                                                           TextSurface.RenderArea.Width, TextSurface.RenderArea.Height);

                    Player.RenderOffset = this.Position - TextSurface.RenderArea.Location;

                    break;
                }
            }
        }
Beispiel #2
0
        public void MovePlayerBy(Point amount)
        {
            // Get the position the player will be at
            Point newPosition = Player.Position + amount;

            // Check to see if the position is within the map
            if (new Rectangle(0, 0, Width, Height).Contains(newPosition) &&
                rogueMap.IsWalkable(newPosition.X, newPosition.Y))
            {
                // Move the player
                Player.Position += amount;

                // Scroll the view area to center the player on the screen
                TextSurface.RenderArea = new Rectangle(Player.Position.X - (TextSurface.RenderArea.Width / 2),
                                                       Player.Position.Y - (TextSurface.RenderArea.Height / 2),
                                                       TextSurface.RenderArea.Width, TextSurface.RenderArea.Height);

                // If he view area moved, we'll keep our entity in sync with it.
                Player.RenderOffset = this.Position - TextSurface.RenderArea.Location;

                //  Erase the status on the old field-of-view.
                foreach (var cell in previousFOV)
                {
                    mapData[cell.X, cell.Y].RemoveCellFromView(this[cell.X, cell.Y]);
                }

                // Calculate the new field-of-view.
                previousFOV = rogueFOV.ComputeFov(Player.Position.X, Player.Position.Y, 10, true);

                // Set status on new field-of-view.
                foreach (var cell in previousFOV)
                {
                    rogueMap.SetCellProperties(cell.X, cell.Y, cell.IsTransparent, cell.IsWalkable, true);
                    mapData[cell.X, cell.Y].RenderToCell(this[cell.X, cell.Y], true, rogueMap.GetCell(cell.X, cell.Y).IsExplored);
                }
            }
        }