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. }