public bool valid(string direction, Tile t)
 {
     switch (direction)
     {
         case "above":
             if(t.Y -1 >= 0)
             return true;
             break;
         case "below":
             if(t.Y + 1 < this.MapHeight)
             return true;
             break;
         case "left":
             if(t.X -1 >= 0)
                 return true;
                 break;
         case "right":
             if (t.X + 1 < this.MapWidth)
                 return true;
                 break;
         default: return false;
     }
     return false;
 }
 public Tile getadjacentTile(string direction, Tile t)
 {
     switch (direction)
     {
         case "above":
             if (t.Y - 1 >= 0)
                 return Tiles[t.Y-1,t.X];
             break;
         case "below":
             if (t.Y + 1 < this.MapHeight)
                 return Tiles[t.Y + 1, t.X];
             break;
         case "left":
             if (t.X - 1 >= 0)
                 return Tiles[t.Y, t.X - 1];
             break;
         case "right":
             if (t.X + 1 < this.MapWidth)
                 return Tiles[t.Y, t.X + 1];
             break;
         default: return t;
     }
     return t;
 }
        public List<Tile> adjacentPassible(Tile t)
        {
            List<Tile> adjacentTilesPassible = new List<Tile>();
            if (valid("above", t))
            {
                Tile tile = getadjacentTile("above", t);
                if (tile.Passable) adjacentTilesPassible.Add(tile);
            }
            if (valid("below", t))
            {
                Tile tile = getadjacentTile("below", t);
                if (tile.Passable) adjacentTilesPassible.Add(tile);
            }
            if (valid("left", t))
            {
                Tile tile = getadjacentTile("left", t);
                if (tile.Passable) adjacentTilesPassible.Add(tile);
            }
            if (valid("right", t))
            {
                Tile tile = getadjacentTile("right", t);
                if (tile.Passable) adjacentTilesPassible.Add(tile);
            }

            return adjacentTilesPassible;
        }
        // Check and see if the tile collection has valid adjacent
        // Tile addresses (horizontal and vertical
        // return the a list of these tiles
        public List<Tile> adjacentTo(Tile t)
        {
            List<Tile> adjacentTiles = new List<Tile>();
            if (valid("above", t))
                adjacentTiles.Add(getadjacentTile("above", t));
            if (valid("below", t))
                adjacentTiles.Add(getadjacentTile("below", t));
            if (valid("left", t))
                adjacentTiles.Add(getadjacentTile("left", t));
            if (valid("right", t))
                adjacentTiles.Add(getadjacentTile("right", t));

            return adjacentTiles;
        }
Example #5
0
 Vector2 TileDifference(Tile t1, Tile t2)
 {
     Vector2 v1 = new Vector2(t1.X, t1.Y) * tileWidth;
     Vector2 v2 = new Vector2(t2.X, t2.Y) * tileWidth;
     Vector2 result = v1 - v2;
     return result;
 }