Example #1
0
        private static GameTile[] CreateHomeTiles(float distance, float tileSize, float angle, int i, Vector2 tilePosition, float angleOffset, CanvasBitmap sprite, GameRace gameRace, GameTile previousTile, GameTile gameTile)
        {
            List <GameTile> homeTiles        = new List <GameTile>();
            GameTile        previousHomeTile = CreateTile(sprite, tilePosition, tileSize, (bitmap, scale) => Scaler.ImgUniform(bitmap, scale), gameRace, previousTile);

            homeTiles.Add(previousHomeTile);
            for (int j = 1; j < 5; j++)
            {
                Vector2 homeTilePosition = new Vector2(MathF.Sin(angle * (i + j) + angleOffset) * (distance - (distance / 6) * (j)), MathF.Cos(angle * (i + j) + angleOffset) * (distance - (distance / 6) * (j)));
                previousHomeTile = CreateTile(sprite, homeTilePosition, tileSize, (bitmap, scale) => Scaler.ImgUniform(bitmap, scale), gameRace, previousHomeTile);
                homeTiles.Add(previousHomeTile);
            }
            homeTiles[homeTiles.Count - 1].nextTile = gameTile;
            return(homeTiles.ToArray());
        }
Example #2
0
        private static GameTile CreateTile(CanvasBitmap image, Vector2 position, float imageScale, Drawable.Scale scalerMethood, GameRace gameRace, GameTile previousTile)
        {
            Drawable newTile = new Drawable(image, position, imageScale, scalerMethood);

            GameEngine.drawables.Add(newTile);
            return(new GameTile(newTile, gameRace, previousTile));
        }
Example #3
0
        /// <summary>
        /// Creates the base tile
        /// </summary>
        /// <param name="sprite"></param>
        /// <param name="gameTiles"></param>
        /// <param name="baseLocation"></param>
        /// <param name="race"></param>
        /// <param name="homeTileIndex"></param>
        private static void CreateBaseTile(CanvasBitmap sprite, List <GameTile> gameTiles, Vector2 baseLocation, GameRace race, int homeTileIndex)
        {
            GameTile baseTile = CreateTile(sprite, baseLocation, 0.15f, (bitmap, scale) => Scaler.ImgUniform(bitmap, scale), race, null);

            baseTile.nextTile = gameTiles[homeTileIndex + 5];

            gameTiles.Add(baseTile);
        }