Exemple #1
0
        /// <summary>
        /// Allows you to initalise the object, you should always run this right after creating that object, or else it wont exist.
        /// </summary>
        public void Initalise()
        {
            IsPassable    = false;                            // Can you walk over it?
            IsDragable    = false;                            // Can you drag it or push it around?
            IsTransparent = false;                            // Can you see through it.
            ObjectType    = "ObjectTemplate";                 // The type of the object. Basically what it would normally be called.

            ContentLoader.AddTexture("Wall", "Objects/Wall"); // Accosates the wall spritestate with the wall texture.

            SpriteState.Sprite = "Wall";                      // Sets the sprite to the wall sprite we set earlier.



            InitaliseBace();    // InitaliseBase does a few things relating to rendering and updating position for you. Make sure this is last, as it does vairous things related to stuff you did earlier.
        }
        /// <summary>
        /// Initalsies the tile, always run this, or this tile wont exist.
        /// </summary>
        public void Initalise()
        {
            LeakPercent = 100;                      // It is space, so it leaks 100% of the air there.
            Seed        = ObjectName.GetHashCode(); // This will get a random seed that isn't dependant on the system time as much since it is dependant on 1 centeral RNG (Right now. This will change.)
            Random Random = new Random(Seed);

            SpriteNumber       = Random.Next(NumberOfSprites);      // Choses what icon is used for this tile.
            SpriteState.Sprite = "Space" + SpriteNumber.ToString(); // Sets the sprite to that icon.
            ContentLoader.AddTexture("Space" + SpriteNumber, "Objects/Turf/Space/" + SpriteNumber);
            ZeroToThree          = Random.Next(4);
            SpriteState.Rotation = ZeroToThree * (float)1.57079633; // Creates 4 varations of each sprite by rotating them, reducing common patterns.


            OtherProperties.Remove("footheight");
            OtherProperties.Add("lackofobject");        // lackofobject means that the object in question is more of the lack of an object than an object itself.


            InitaliseTurf();  // Does things relating to turfs. Like makes you able to walk on them and see through them.
        }