Example #1
0
        internal Chunk(TileMap p, int x, int y)
        {
            this.ChunkX = x;
            this.ChunkY = y;
            this.parent = p;

            for (int i = 0; i < 20; i++)
                for (int j = 0; j < 20; j++)
                    this.SetTileAt(i, j, TileDirectory.Empty);

            this.Loaded = true;
        }
 /// <summary>
 /// Generates a Tilemap completely full of the specified tile.
 /// </summary>
 /// <param name="tileMap">TileMap to generate the terrain into.</param>
 public void Generate(TileMap tileMap)
 {
     for (int i = 0; i < tileMap.Width; i++)
         for (int j = 0; j < tileMap.Height; j++)
             tileMap.SetTileAt(i, j, TileToGenerate);
 }
 /// <summary>
 /// Used to generate a map with standard terrain.
 /// </summary>
 /// <param name="tileMap">The TileMap to generate the terrain into.</param>
 public void Generate(TileMap tileMap)
 {
     //TODO implement standard map.
 }
 /// <summary>
 /// Used to generate a completely empty map.
 /// </summary>
 /// <param name="tileMap">The TileMap to generate the terrain into.</param>
 public void Generate(TileMap tileMap)
 {
     //TODO implement an empty map.
 }