Exemple #1
0
 public static void Init()
 {
     miscResults      = new List <Logic.Results.IResult>();
     resultContainers = new Queue <Results.IResultContainer>();
     outContainer     = new Results.ResultContainer();
     Map     = new DisplayMap();
     Players = new PlayerSprite[Gameplay.Processor.MAX_TEAM_SLOTS];
     for (int i = 0; i < Gameplay.Processor.MAX_TEAM_SLOTS; i++)
     {
         Players[i] = new PlayerSprite();
     }
     Npcs = new NpcSprite[BasicMap.MAX_NPC_SLOTS];
     for (int i = 0; i < BasicMap.MAX_NPC_SLOTS; i++)
     {
         Npcs[i] = new NpcSprite();
     }
     Items = new ItemAnim[BasicMap.MAX_ITEM_SLOTS];
     for (int i = 0; i < BasicMap.MAX_ITEM_SLOTS; i++)
     {
         Items[i] = new ItemAnim();
     }
     Effects = new Dictionary <EffectPriority, List <ISprite> >();
     for (int n = (int)EffectPriority.Ground; n <= (int)EffectPriority.Overlay; n++)
     {
         Effects.Add((EffectPriority)n, new List <ISprite>());
     }
     Emitters         = new List <IEmitter>();
     CurrentCharMoves = new int[Gameplay.Processor.MAX_MOVE_SLOTS];
     for (int i = 0; i < Gameplay.Processor.MAX_MOVE_SLOTS; i++)
     {
         CurrentCharMoves[i] = -1;
     }
     Rand      = new Random();
     ShowDebug = true;
     //ShowGrid = true;
     ShowCoords  = true;
     ShowSprites = true;
     Zoom        = GameZoom.x1;
     //DebugSpeed = GameSpeed.Pause;
 }
Exemple #2
0
 public static void Init()
 {
     miscResults = new List<Logic.Results.IResult>();
     resultContainers = new Queue<Results.IResultContainer>();
     outContainer = new Results.ResultContainer();
     Map = new DisplayMap();
     Players = new PlayerSprite[Gameplay.Processor.MAX_TEAM_SLOTS];
     for (int i = 0; i < Gameplay.Processor.MAX_TEAM_SLOTS; i++)
     {
         Players[i] = new PlayerSprite();
     }
     Npcs = new NpcSprite[BasicMap.MAX_NPC_SLOTS];
     for (int i = 0; i < BasicMap.MAX_NPC_SLOTS; i++)
     {
         Npcs[i] = new NpcSprite();
     }
     Items = new ItemAnim[BasicMap.MAX_ITEM_SLOTS];
     for (int i = 0; i < BasicMap.MAX_ITEM_SLOTS; i++)
     {
         Items[i] = new ItemAnim();
     }
     Effects = new Dictionary<EffectPriority, List<ISprite>>();
     for (int n = (int)EffectPriority.Ground; n <= (int)EffectPriority.Overlay; n++) {
         Effects.Add((EffectPriority)n, new List<ISprite>());
     }
     Emitters = new List<IEmitter>();
     CurrentCharMoves = new int[Gameplay.Processor.MAX_MOVE_SLOTS];
     for (int i = 0; i < Gameplay.Processor.MAX_MOVE_SLOTS; i++) {
         CurrentCharMoves[i] = -1;
     }
     Rand = new Random();
     ShowDebug = true;
     //ShowGrid = true;
     ShowCoords = true;
     ShowSprites = true;
     Zoom = GameZoom.x1;
     //DebugSpeed = GameSpeed.Pause;
 }
Exemple #3
0
        public SetMap(ActiveMap map, int floor)
        {
            this.map = new DisplayMap();
            this.map.MapArray = new Tile[map.Width, map.Height];
            for (int y = 0; y < map.Height; y++)
            {
                for (int x = 0; x < map.Width; x++)
                {
                    this.map.MapArray[x, y] = new Tile(map.MapArray[x, y]);
                }
            }

            this.map.GroundLayers = new List<TileAnim[,]>();
            for (int i = 0; i < map.GroundLayers.Count; i++)
            {
                this.map.GroundLayers.Add(new TileAnim[map.Width, map.Height]);
                for (int y = 0; y < map.Height; y++)
                {
                    for (int x = 0; x < map.Width; x++)
                    {
                        this.map.GroundLayers[i][x, y] = map.GroundLayers[i].Tiles[x, y];
                    }
                }
            }

            this.map.PropBackLayers = new List<TileAnim[,]>();
            for (int i = 0; i < map.PropBackLayers.Count; i++)
            {
                this.map.PropBackLayers.Add(new TileAnim[map.Width, map.Height]);
                for (int y = 0; y < map.Height; y++)
                {
                    for (int x = 0; x < map.Width; x++)
                    {
                        this.map.PropBackLayers[i][x, y] = map.PropBackLayers[i].Tiles[x, y];
                    }
                }
            }

            this.map.PropFrontLayers = new List<TileAnim[,]>();
            for (int i = 0; i < map.PropFrontLayers.Count; i++)
            {
                this.map.PropFrontLayers.Add(new TileAnim[map.Width, map.Height]);
                for (int y = 0; y < map.Height; y++)
                {
                    for (int x = 0; x < map.Width; x++)
                    {
                        this.map.PropFrontLayers[i][x, y] = map.PropFrontLayers[i].Tiles[x, y];
                    }
                }
            }

            this.map.FringeLayers = new List<TileAnim[,]>();
            for (int i = 0; i < map.FringeLayers.Count; i++)
            {
                this.map.FringeLayers.Add(new TileAnim[map.Width, map.Height]);
                for (int y = 0; y < map.Height; y++)
                {
                    for (int x = 0; x < map.Width; x++)
                    {
                        this.map.FringeLayers[i][x, y] = map.FringeLayers[i].Tiles[x, y];
                    }
                }
            }

            this.floor = floor;
        }