Beispiel #1
0
 public void AddLayer(MapLayer mapLayer)
 {
     if (mapLayer.Width != _mapWidth && mapLayer.Height != _mapHeight) {
         throw new Exception("Map layer size has incorect dimension");
     }
     _mapLayers.Add(mapLayer);
 }
Beispiel #2
0
        public TileMap(Tileset tileset, MapLayer mapLayer)
        {
            _tilesets = new List<Tileset> {tileset};
            _mapLayers = new List<MapLayer> {mapLayer};

            _mapWidth = _mapLayers[0].Width;
            _mapHeight = _mapLayers[0].Height;
        }
Beispiel #3
0
        public void AddLayer(MapLayer layer)
        {
            if (layer.Width != mapWidth && layer.Height != mapHeight)
            {
                throw new Exception("Map Layer Size Exception");
            }

            mapLayers.Add(layer);
        }
Beispiel #4
0
        public TileMap(Tileset tileset, MapLayer baseLayer)
        {
            tilesets = new List<Tileset>();
            tilesets.Add(tileset);

            mapLayers = new List<ILayer>();
            mapLayers.Add(baseLayer);

            mapWidth = baseLayer.Width;
            mapHeight = baseLayer.Height;
        }
Beispiel #5
0
        public void CreateWorld()
        {
            Texture2D tileSetTextureGrass = Game.Content.Load<Texture2D>(@"TileSets/grassTileSet");
            Tileset tileSetGrass = new Tileset(tileSetTextureGrass, 8, 8, 32, 32);

            Texture2D tileSetTextureTown = Game.Content.Load<Texture2D>(@"TileSets/townTileSet");
            Tileset tileSetTown = new Tileset(tileSetTextureTown, 8, 8, 32, 32);

            List<Tileset> tileSets = new List<Tileset>();
            tileSets.Add(tileSetGrass);
            tileSets.Add(tileSetTown);

            MapLayer layer = new MapLayer(100, 100);

            for (int y = 0; y < layer.Height; y++)
            {
                for (int x = 0; x < layer.Width; x++)
                {
                    Tile tile = new Tile(0, 0);
                    layer.SetTile(x, y, tile);
                }
            }

            MapLayer splatter = new MapLayer(100, 100);

            Random random = new Random();

            for (int i = 0; i < 100; i++)
            {
                int x = random.Next(0, 100);
                int y = random.Next(0, 100);
                int index = random.Next(2, 14);

                Tile tile = new Tile(index, 0);
                splatter.SetTile(x, y, tile);
            }

            splatter.SetTile(1, 0, new Tile(0, 1));
            splatter.SetTile(2, 0, new Tile(2, 1));
            splatter.SetTile(3, 0, new Tile(0, 1));

            List<MapLayer> mapLayers = new List<MapLayer>();
            mapLayers.Add(layer);
            mapLayers.Add(splatter);

            TileMap map = new TileMap(tileSets, mapLayers);
            Level level = new Level(map);

            World world = new World(gameRef, gameRef.ScreenRectangle);
            world.Levels.Add(level);
            world.CurrentLevel = 0;

            GamePlayScreen.World = world;
        }
Beispiel #6
0
        public TileMap(Tileset tileset, MapLayer mapLayer)
        {
            tilesets = new List<Tileset>();
            tilesets.Add(tileset);

            mapLayers = new List<MapLayer>();
            mapLayers.Add(mapLayer);

            mapHeight = mapLayers[0].Height;
            mapWidth = mapLayers[0].Width;
        }
Beispiel #7
0
        public TileMap(List<Tileset> tilesets, MapLayer baseLayer, MapLayer buildingLayer, MapLayer splatterLayer)
        {
            this.tilesets = tilesets;
            this.mapLayers = new List<ILayer>();

            mapLayers.Add(baseLayer);

            AddLayer(buildingLayer);
            AddLayer(splatterLayer);

            mapWidth = baseLayer.Width;
            mapHeight = baseLayer.Height;
        }
Beispiel #8
0
        public static MapLayer FromMapLayerData(MapLayerData data)
        {
            MapLayer layer = new MapLayer(data.Width, data.Height);

            for (int y = 0; y < data.Height; y++)
            {
                for (int x = 0; x < data.Width; x++)
                {
                    layer.SetTile(
                        x,
                        y,
                        data.GetTile(x, y).TileIndex,
                        data.GetTile(x, y).TileSetIndex);
                }
            }

            return layer;
        }
        protected override void LoadContent()
        {
            base.LoadContent();

            var tilesets = new List<Tileset>();

            var tileset1 = Game.Content.Load<Texture2D>(@"Tilesets\tileset1");
            var tileset2 = Game.Content.Load<Texture2D>(@"Tilesets\tileset2");
            tilesets.Add(new Tileset(tileset1, 8, 8, 32, 32));
            tilesets.Add(new Tileset(tileset2, 8, 8, 32, 32));

            var layer = new MapLayer(40, 40);
            for (var y = 0; y < layer.Height; y++) {
                for (var x = 0; x < layer.Width; x++) {
                    var tile = new Tile(0, 0);
                    layer.SetTile(x, y, tile);
                }
            }

            var splatter = new MapLayer(40, 40);
            var random = new Random();

            for (var i = 0; i < 80; i++) {
                var x = random.Next(0, 40);
                var y = random.Next(0, 40);
                var index = random.Next(2, 14);

                splatter.SetTile(x, y, new Tile(index, 0));
            }

            splatter.SetTile(1, 0, new Tile(0, 1));
            splatter.SetTile(2, 0, new Tile(2, 1));
            splatter.SetTile(3, 0, new Tile(0, 1));

            var mapLayers = new List<MapLayer> {layer, splatter};
            _map = new TileMap(tilesets, mapLayers);
        }
Beispiel #10
0
        private void CreateWorld()
        {
            Texture2D tilesetTexture = Game.Content.Load<Texture2D>(@"Tilesets\tileset1");
            Tileset tileset1 = new Tileset(tilesetTexture, 8, 8, 32, 32);

            tilesetTexture = Game.Content.Load<Texture2D>(@"Tilesets\tileset2");
            Tileset tileset2 = new Tileset(tilesetTexture, 8, 8, 32, 32);

            MapLayer layer = new MapLayer(100, 100);

            for (int y = 0; y < layer.Height; y++)
            {
                for (int x = 0; x < layer.Width; x++)
                {
                    Tile tile = new Tile(0, 0);

                    layer.SetTile(x, y, tile);
                }
            }

            MapLayer splatter = new MapLayer(100, 100);

            Random random = new Random();

            for (int i = 0; i < 100; i++)
            {
                int x = random.Next(0, 100);
                int y = random.Next(0, 100);
                int index = random.Next(2, 14);

                Tile tile = new Tile(index, 0);
                splatter.SetTile(x, y, tile);
            }

            splatter.SetTile(1, 0, new Tile(0, 1));
            splatter.SetTile(2, 0, new Tile(2, 1));
            splatter.SetTile(3, 0, new Tile(0, 1));

            TileMap map = new TileMap(tileset1, layer);
            map.AddTileset(tileset2);
            map.AddLayer(splatter);

            Level level = new Level(map);

            World world = new World(GameRef, GameRef.ScreenRectangle);
            world.Levels.Add(level);
            world.CurrentLevel = 0;

            GamePlayScreen.World = world;
        }
        private void CreateWorld()
        {
            Texture2D tilesetTexture = Game.Content.Load<Texture2D>(@"Tilesets\tileset1");
            Tileset tileset1 = new Tileset(tilesetTexture, 8, 8, 32, 32);

            tilesetTexture = Game.Content.Load<Texture2D>(@"Tilesets\tileset2");
            Tileset tileset2 = new Tileset(tilesetTexture, 8, 8, 32, 32);

            MapLayer layer = new MapLayer(100, 100);

            for (int y = 0; y < layer.Height; y++)
            {
                for (int x = 0; x < layer.Width; x++)
                {
                    Tile tile = new Tile(0, 0);

                    layer.SetTile(x, y, tile);
                }
            }

            MapLayer splatter = new MapLayer(100, 100);

            Random random = new Random();

            for (int i = 0; i < 100; i++)
            {
                int x = random.Next(0, 100);
                int y = random.Next(0, 100);
                int index = random.Next(2, 14);

                Tile tile = new Tile(index, 0);
                splatter.SetTile(x, y, tile);
            }

            splatter.SetTile(1, 0, new Tile(0, 1));
            splatter.SetTile(2, 0, new Tile(2, 1));
            splatter.SetTile(3, 0, new Tile(0, 1));

            TileMap map = new TileMap(tileset1, layer);
            map.AddTileset(tileset2);
            map.AddLayer(splatter);

            Level level = new Level(map);

            ChestData chestData = Game.Content.Load<ChestData>(@"Game\Chests\Plain Chest");

            Chest chest = new Chest(chestData);

            BaseSprite chestSprite = new BaseSprite(
                containers, 
                new Rectangle(0, 0, 32, 32), 
                new Point(10, 10));

            ItemSprite itemSprite = new ItemSprite(
                chest, 
                chestSprite);
            level.Chests.Add(itemSprite);

            World world = new World(GameRef, GameRef.ScreenRectangle);
            world.Levels.Add(level);
            world.CurrentLevel = 0;

            GamePlayScreen.World = world;
        }
        public void CreateWorld()
        {
            Texture2D tileSetTextureGrass = Game.Content.Load<Texture2D>(@"TileSets/grassTileSet");
            Tileset tileSetGrass = new Tileset(tileSetTextureGrass, 8, 8, 32, 32);

            Texture2D tileSetTextureTown = Game.Content.Load<Texture2D>(@"TileSets/townTileSet");
            Tileset tileSetTown = new Tileset(tileSetTextureTown, 8, 8, 32, 32);

            List<Tileset> tileSets = new List<Tileset>();
            tileSets.Add(tileSetGrass);
            tileSets.Add(tileSetTown);

            MapLayer layer = new MapLayer(100,100);

            for (int y = 0; y < layer.Height; y++)
            {
                for (int x = 0; x < layer.Width; x++)
                {
                    Tile tile = new Tile(0,0);
                    layer.SetTile(x,y,tile);
                }
            }

            MapLayer splatter = new MapLayer(100, 100);

            Random random = new Random();

            for (int i = 0; i < 100; i++)
            {
                int x = random.Next(0,100);
                int y = random.Next(0, 100);
                int index = random.Next(2, 14);

                Tile tile = new Tile(index, 0);
                splatter.SetTile(x,y,tile);
            }

            splatter.SetTile(1,0,new Tile(0,1));
            splatter.SetTile(2,0,new Tile(2,1));
            splatter.SetTile(3,0,new Tile(0,1));

            List<MapLayer> mapLayers = new List<MapLayer>();
            mapLayers.Add(layer);
            mapLayers.Add(splatter);

            TileMap map = new TileMap(tileSets, mapLayers);
            Level level = new Level(map);

            ChestData chestData = new ChestData();
            chestData.Name = "Chest";
            chestData.MinGold = 10;
            chestData.MaxGold = 101;

            Chest chest = new Chest(chestData);

            BaseSprite chestSprite = new BaseSprite(containers, new Rectangle(0,0,32,32), new Point(10,10));

            ItemSprite itemSprite = new ItemSprite(chest, chestSprite);

            level.Chests.Add(itemSprite);

            World world = new World(gameRef, gameRef.ScreenRectangle);
            world.Levels.Add(level);
            world.CurrentLevel = 0;

            GamePlayScreen.World = world;
        }