Exemple #1
0
        public TileMap(Level level, int tilesHorz, int tilesVert)
        {
            this.tilesHorz = tilesHorz;
            this.tilesVert = tilesVert;
            this.level = level;

            tiles = new Tile[tilesHorz,tilesVert];

            for (int i = 0; i < tilesHorz; i++)
            {
                for (int j = 0; j < tilesVert; j++)
                {
                    if (j > tilesVert * 3 / 4 || (i < tilesHorz / 2 && j > tilesVert / 2))
                    {
                        //tiles[i, j] = new Tile(Static.TILE_NOT_OBSTACLE, i * Static.TILE_WIDTH, j * Static.TILE_HEIGHT, false);

                        tiles[i, j] = new Tile(Static.TILE_OBSTACLE, i * Static.TILE_WIDTH, j * Static.TILE_HEIGHT, true);
                    }
                    else
                    {
                        tiles[i, j] = new Tile(Static.TILE_NOT_OBSTACLE, i * Static.TILE_WIDTH, j * Static.TILE_HEIGHT, false);

                    }

                }
            }
        }
Exemple #2
0
        protected override void Initialize()
        {
            entities = new List<GameEntity>();
            AIs = new List<AI>();
            removalQueue = new Queue<GameEntity>();
            spawnQueue = new Queue<Spawnable>();
            collisions = new HashSet<Collision>();
            currLevel = new Level(this);
            graphics.PreferredBackBufferHeight = Static.SCREEN_HEIGHT;
            graphics.PreferredBackBufferWidth = Static.SCREEN_WIDTH;
            this.players = new Player[4];

            //just for testing -- makes a rectangle
            //Texture2D playerRect = new Texture2D(GraphicsDevice, Static.PLAYER_HEIGHT, Static.PLAYER_WIDTH);
            Texture2D playerRect = Content.Load<Texture2D>("Sprites/player");

            Color[] data = new Color[Static.PLAYER_HEIGHT * Static.PLAYER_WIDTH];
            for (int i = 0; i < data.Length; ++i)
            {
                data[i] = Color.Aquamarine;
            }

            //playerRect.SetData(data);
            //will use real sprites eventually..

            players[0] = new Player(this,PlayerIndex.One,playerRect,0,0);

            Spawn(players[0]);
            Spawn(new BasicNPC(this, playerRect, 300, 100, 10, 10));

            base.Initialize();
        }