Example #1
0
        public static void LoadGameWorld(string GameWorldName)
        {
            gameWorldName = GameWorldName;
            string fileText   = File.ReadAllText("C:/AscensionGameFiles/Worlds/" + gameWorldName + ".txt");
            int    fileLength = (fileText.Length <= tileArray.GetLength(0) * tileArray.GetLength(1)) ? fileText.Length : tileArray.GetLength(0) * tileArray.GetLength(1);

            for (int n = 0; n < fileLength; n++)
            {
                int i = n / tileArray.GetLength(1);
                int j = n % tileArray.GetLength(1);
                if (fileText[n] == 'E')
                {
                    tileArray[i, j] = new earthTile(new Vector2(i * tile.tileSize, j * tile.tileSize));
                }
                else if (fileText[n] == 'A')
                {
                    tileArray[i, j] = new airTile(new Vector2(i * tile.tileSize, j * tile.tileSize));
                }
                else if (fileText[n] == 'G')
                {
                    tileArray[i, j] = new goldTile(new Vector2(i * tile.tileSize, j * tile.tileSize));
                }
                else if (fileText[n] == 'W')
                {
                    tileArray[i, j] = new waterTile(new Vector2(i * tile.tileSize, j * tile.tileSize));
                }
            }
        }
Example #2
0
        public static void generateWater()
        {
            /*int caveLength = Game1.randomGenerator.Next(maxCaveLength);
             * int startX = Game1.randomGenerator.Next(tileArray.GetLength(0));
             * int startY = Game1.randomGenerator.Next(tileArray.GetLength(1) - seaLevelWorldHeight / tile.tileSize) + seaLevelWorldHeight / tile.tileSize;*/
            int caveLength = 10;
            int startX     = Game1.randomGenerator.Next(tileArray.GetLength(0));
            int startY     = Game1.randomGenerator.Next(10) + seaLevelWorldHeight / tile.tileSize;

            for (int i = 0; i < caveLength; i++)
            {
                if (startX > 0 && startY > seaLevelWorldHeight / tile.tileSize && startX < tileArray.GetLength(0) && startY < tileArray.GetLength(1))
                {
                    tileArray[startX, startY] = new waterTile(new Vector2(startX * tile.tileSize, startY * tile.tileSize));
                }

                int direction = Game1.randomGenerator.Next(4);
                switch (direction)
                {
                case 0:
                    startY--;
                    break;

                case 1:
                    startX++;
                    break;

                case 2:
                    startY++;
                    break;

                case 3:
                    startX--;
                    break;

                default:
                    break;
                }
            }
        }