private void CreateTile(TileType type, Vector2 position) { //sets tile with given position to given type if (position.X > mapSize || position.Y > mapSize) { return; } Tile til; switch (type) { case TileType.Grass: til = new TileGrass(position); break; case TileType.Rock: til = new TileRock(position); break; case TileType.Gravel: til = new TileGravel(position); break; case TileType.Water: til = new TileWater(position); break; default: til = new TileGrass(position); break; } int X = (int)position.X; int Y = (int)position.Y; TilesArray[X, Y] = til; }
//STILL IN DEVELOPMENT private void GenerateMap(int size) { //fills whole map with grass for (int i = 0; i < size + 1; i++) { //rows for (int j = 0; j < size + 1; j++) { //cols TilesArray[i, j] = new TileGrass(new Vector2(i, j)); } } SetObjects(); }