public SubMap getMap(int map) { SubMap ret = new SubMap(); for (int x = 0; x < 32; x++) { for (int y = 0; y < 32; y++) { ret.tiles[x, y] = fact.getTile(x, y, def[map][x, y]); } } return ret; }
//public Map(Game game, int x, int y Texture2D spriteMap) /// <summary> /// /// </summary> /// <param name="x">tiles X</param> /// <param name="y">tiles y</param> public Map(int x, int y, Texture2D spriteMap) { enemyList = new List<Character>(); characterList = new List<Character>(); subMaps = new SubMap[x / 32 + 1, y / 32 + 1]; for (int i = 0; i < x / 32 + 1; i++) { for (int j = 0; j < y / 32 + 1; j++) { subMaps[i, j] = new SubMap(); for (int u = 0; u < 32; u++) { for (int v = 0; v < 32; v++) { subMaps[i, j].tiles[u, v] = new Tile(x, y, new Rectangle(10 * 32, 6 * 32, 32, 32), spriteMap); } } } } this.worldSize = new Point(x, y); }
internal void setSubSector(int i, int j, SubMap subMap) { subMaps[i, j] = subMap; }
public Map(Game game, Vector2 scale, int x, int y, Texture2D spriteMap) { characterList = new List<Character>(); enemyList = new List<Character>(); subMaps = new SubMap[x / 32 + 1, y / 32 + 1]; for (int i = 0; i < x / 32 + 1; i++) { for (int j = 0; j < y / 32 + 1; j++) { subMaps[i, j] = new SubMap(); for (int u = 0; u < 32; u++) { for (int v = 0; v < 32; v++) { subMaps[i, j].tiles[u, v] = new Tile(x, y, new Rectangle(10 * 32, 6 * 32, 32, 32), spriteMap); } } } } for (int i = 0; i < x; i++) { for (int j = 0; j < y; j++) { switch (r.Next(0, 6)) { case 0: subMaps[i / 32, j / 32].tiles[i % 32, j % 32] = new Tile(x, y, new Rectangle(10 * 32, 6 * 32, 32, 32), spriteMap); break; case 1: subMaps[i / 32, j / 32].tiles[i % 32, j % 32] = new Tile(x, y, new Rectangle(9 * 32, 6 * 32, 32, 32), spriteMap); break; case 2: subMaps[i / 32, j / 32].tiles[i % 32, j % 32] = new Tile(x, y, new Rectangle(10 * 32, 7 * 32, 32, 32), spriteMap); break; case 3: subMaps[i / 32, j / 32].tiles[i % 32, j % 32] = new Tile(x, y, new Rectangle(8 * 32, 7 * 32, 32, 32), spriteMap); break; case 4: subMaps[i / 32, j / 32].tiles[i % 32, j % 32] = new Tile(x, y, new Rectangle(9 * 32, 7 * 32, 32, 32), spriteMap); break; case 5: subMaps[i / 32, j / 32].tiles[i % 32, j % 32] = new Tile(x, y, new Rectangle(10 * 32, 8 * 32, 32, 32), spriteMap); break; case 6: subMaps[i / 32, j / 32].tiles[i % 32, j % 32] = new Tile(x, y, new Rectangle(10 * 32, 9 * 32, 32, 32), spriteMap); break; } } } worldSize = new Point(100, 100); throw new System.InvalidOperationException(); // TODO: Construct any child components here }
public SubMap Clone() { SubMap clone = new SubMap(); clone.tiles = (Tile[,])tiles.Clone(); return clone; }