Example #1
0
    /*getTileWithSpecifications(max_height, max_slope)
     *	int max tries
     *	Vector3 pos = 000.
     *	//loop through
     *		//check conditions
     *		//set position
     *		//set occupied
     *	//return position
     *
     */

    public Vector3 getTileOfType(TILE_TYPES type)
    {
        Vector3 pos = new Vector3();

        List <Tile> availableTiles = new List <Tile>();

        for (int i = 0; i < tiles.GetLength(0); i++)
        {
            for (int j = 0; j < tiles.GetLength(1); j++)
            {
                if (tiles [i, j].type == type && !tiles[i, j].occupied)
                {
                    availableTiles.Add(tiles [i, j]);
                }
            }
        }

        if (availableTiles.Count > 0)
        {
            Tile selected = availableTiles [Random.Range(0, availableTiles.Count)];
            pos = new Vector3(selected.x, selected.y, selected.z);
        }

        return(pos);
    }
Example #2
0
        public Tile(MainGame game, TILE_TYPES type, Vector2 mapPosition)
        {
            //Salvando os valores:
            mDrawDepth = 0;
            mHeight = 0;
            mMapPosition = mapPosition;
            mType = type;
            _state = TILE_STATE.NORMAL;
            _fallTimer = TimeSpan.Zero;
            _isAlmostFalling = false;

            //Carregando o sprite:
            _sprite = new Sprite(game.Content.Load<Texture2D>("Images/Tileset"), Vector2.Zero);
            _sprite.Color = Color.White;
            _sprite.Scale = 1f;

            //Calculando o RECT da imagem a ser desenhado:
            switch (type)
            {
                case TILE_TYPES.NORMAL:
                    _sprite.SpriteRect = new Rectangle(0, 0, (int)TILE_SIZE.X, (int)TILE_SIZE.Y + 6);
                    break;
                case TILE_TYPES.HEIGHT_ONE:
                    mHeight = 1;
                    _sprite.SpriteRect = new Rectangle((int)TILE_SIZE.X, 0, (int)TILE_SIZE.X, (int)TILE_SIZE.Y * 2);
                    break;
                case TILE_TYPES.HOLE:
                    _sprite.SpriteRect = new Rectangle(0, 0, (int)TILE_SIZE.X, (int)TILE_SIZE.Y + 6);
                    _sprite.Color = Color.Transparent;
                    break;
                case TILE_TYPES.SPAWN:
                    _sprite.SpriteRect = new Rectangle(0, 0, (int)TILE_SIZE.X, (int)TILE_SIZE.Y + 6);
                    _sprite.Color = Color.LightGreen;
                    break;
                case TILE_TYPES.EXIT:
                    _sprite.SpriteRect = new Rectangle(0, 0, (int)TILE_SIZE.X, (int)TILE_SIZE.Y + 6);
                    _sprite.Color = Color.Blue;
                    break;
                default:
                    mHeight = 0;
                    break;
            }
        }
Example #3
0
        public void Fall()
        {
            //Criando o Random:
            Random rand = new Random();

            //Setando a velocidade:
            _state = TILE_STATE.FALLING;
            _speed = new Vector2(0,rand.Next(2, 6));

            //Definindo o tile como caĆ­vel:
            mType = TILE_TYPES.HOLE;
        }