Example #1
0
 /// <summary>
 /// This method creates a list of rectangles 'shadowHandlers' which holds
 /// all the walls that should display shadows.
 /// </summary>
 public void initShadowHandlers()
 {
     for (int y = 0; y < Room.ROOM_HEIGHT; y++)
     {
         for (int x = 0; x < Room.ROOM_WIDTH; x++)
         {
             int design = roomDesign[x, y];
             if (shadowHandlerTiles.Contains(design))
             {
                 Vector2   position = new Vector2(x * TILE_SIZE, y * TILE_SIZE);
                 Texture2D supposedTileTexture;
                 supposedTileTexture = tileTexture;
                 ShadowHandler shadowHandler = new ShadowHandler(shadowTexture, playerReference, position, supposedTileTexture);
                 shadowHandlers.Add(shadowHandler);
             }
         }
     }
 }
Example #2
0
 /// <summary>
 /// This method creates a list of rectangles 'shadowHandlers' which holds
 /// all the walls that should display shadows.
 /// </summary>
 public void initShadowHandlers()
 {
     for (int y = 0; y < Room.ROOM_HEIGHT; y++)
     {
         for (int x = 0; x < Room.ROOM_WIDTH; x++)
         {
             int design = roomDesign[x, y];
             if (shadowHandlerTiles.Contains(design))
             {
                 Vector2 position = new Vector2(x * TILE_SIZE, y * TILE_SIZE);
                 Texture2D supposedTileTexture;
                     supposedTileTexture = tileTexture;
                 ShadowHandler shadowHandler = new ShadowHandler(shadowTexture, playerReference, position, supposedTileTexture);
                 shadowHandlers.Add(shadowHandler);
             }
         }
     }
 }