/** <summary> Constructs the default maze block. </summary> */ public MazeBlock(MazeWalls walls, bool empty = false) { this.Walls = walls; this.Empty = empty; }
//=========== READING ============ #region Reading /**<summary>Reads the maze tile.</summary>*/ public void Read(BinaryReader reader) { this.X = reader.ReadSByte(); this.Y = reader.ReadSByte(); this.Walls = (MazeWalls)reader.ReadUInt16(); }
//========= CONSTRUCTORS ========= #region Constructors /** <summary> Constructs the default maze block. </summary> */ public MazeBlock() { this.Walls = MazeWalls.All; this.Empty = true; }
/**<summary>Constructs the default maze tile.</summary>*/ public MazeTile(int x, int y, MazeWalls walls) { this.X = (sbyte)x; this.Y = (sbyte)y; this.Walls = walls; }
//========= CONSTRUCTORS ========= #region Constructors /**<summary>Constructs the default maze tile.</summary>*/ public MazeTile() { this.X = 0; this.Y = 0; this.Walls = MazeWalls.All; }
//=========== READING ============ #region Reading /**<summary>Reads the maze tile.</summary>*/ public void Read(BinaryReader reader) { X = reader.ReadSByte(); Y = reader.ReadSByte(); Walls = (MazeWalls)reader.ReadUInt16(); }
/**<summary>Constructs the default maze tile.</summary>*/ public MazeTile(int x, int y, MazeWalls walls) { X = (sbyte)x; Y = (sbyte)y; Walls = walls; }
//========= CONSTRUCTORS ========= #region Constructors /**<summary>Constructs the default maze tile.</summary>*/ public MazeTile() { X = 0; Y = 0; Walls = MazeWalls.All; }