public void GenerateRooms(int numRooms) { int currNumRooms = 1; rooms[ROOMSW / 2, ROOMSH / 2] = new Room(tilesets[0], ROOMSW / 2, ROOMSH / 2); while (currNumRooms < numRooms) { int randX = rand.Next(ROOMSW); int randY = rand.Next(ROOMSH); if (Neightboring(randX, randY) == 1 && rooms[randX, randY] == null) { int layout = rand.Next(LAYOUTS); rooms[randX, randY] = new Room(tilesets[layout], randX, randY); foreach (Enemy e in enemyConfigs[layout]) { Actor a = (Actor)e; a.Translate((randX * 800) + 0 * Tile.WIDTH, (randY * 480) + 0 * Tile.HEIGHT); a.CurrentRoom = rooms[randX, randY]; manager.ActorManager.Add(a); } currNumRooms++; } } currRoom = rooms[ROOMSW / 2, ROOMSH / 2]; GenerateDoors(); GenerateSpecials(); GenerateSpecials(); }
public void MoveRoom(int x, int y) { currRoom = rooms[x,y]; }
public void MoveRoom(Room room) { map.CurrentRoom = room; }