Example #1
0
        public List<Tile> getNeighbors(Tile tile, List<Tile> neighbors)
        {
            //returns the neighbors of the given tile and adds them to existing list
            //at most, will return 4 tiles
            int xCoord = tile.getXCoord();
            int yCoord = tile.getYCoord();

            //MAYBE TODO, getNeighbors and find moves back to working order

            //prevent array index out of bounds and check for existence of tile in list
            if (xCoord > 0 && !neighbors.Contains(map[xCoord - 1][yCoord]))
            {
                neighbors.Add(map[xCoord - 1][yCoord]);
            }
            if (xCoord < width && !neighbors.Contains(map[xCoord + 1][yCoord]))
            {
                neighbors.Add(map[xCoord + 1][yCoord]);
            }
            if (yCoord > 0 && !neighbors.Contains(map[xCoord][yCoord - 1]))
            {
                neighbors.Add(map[xCoord][yCoord - 1]);
            }
            if (yCoord < width && !neighbors.Contains(map[xCoord][yCoord + 1]))
            {
                neighbors.Add(map[xCoord][yCoord + 1]);
            }
            return neighbors;
        }
Example #2
0
 public bool isNeighbor(Tile tile1, Tile tile2)
 {
     //returns true if the given tiles are neighbors
     //two tiles are neighbors if either their xCoords or yCoords are one apart (but not both)
     int xCoord1 = tile1.getXCoord();
     int yCoord1 = tile1.getYCoord();
     int xCoord2 = tile2.getXCoord();
     int yCoord2 = tile2.getYCoord();
     if (Math.Abs(xCoord1 - xCoord2) == 1 && (yCoord1 - yCoord2 == 0))
     {
         return true;
     }
     else if (Math.Abs(yCoord1 - yCoord2) == 1 && (xCoord1 - xCoord2 == 0))
     {
         return true;
     }
     else
     {
         return false;
     }
 }