private void AddMapNodes(List <Room> roomList, Room currentRoom) { // add all nodes to list and screen foreach (Room r in roomList) { Vector2 pos = CalculateMinimapNodePosition(r); string nodeName = (r.Visited) ? GetVisitedSpriteName(r) : unvisitedPNG; MinimapNode node = new MinimapNode(nodeName, r.MinimapRoomCoordinates, pos.x, pos.y); if (r.Visited) { node.Visited = true; node.isVisible = true; } nodeList.Add(node); AddChild(node); } MakeAdjacentNodesVisible(roomList); //Add initial player node Vector2 player_pos = CalculateMinimapNodePosition(currentRoom); playerNode = new MinimapNode("minimap_marker", player_pos.x, player_pos.y); AddChildAtIndex(playerNode, 99); }
private void DebugShowAllNodes(Dungeon dngn) { for (int x = 0; x < dngn.maxWidth; x++) { for (int y = 0; y < dngn.maxHeight; y++) { Vector2 v = new Vector2(originX + (nodeWidth * x), originY + (nodeHeight * y)); MinimapNode n = new MinimapNode(unvisitedPNG, new Vector2(x, y), v.x, v.y); n.isVisible = true; AddChild(n); } } }
public void UpdateMinimap(Dungeon dungeon) { // remove old node dungeon.CurrentRoom.Visited = true; MinimapNode currentNode = nodeList.First(x => x.coordinates == dungeon.CurrentRoom.MinimapRoomCoordinates); RemoveChild(currentNode); nodeList.Remove(currentNode); // add new node with updated sprite Vector2 pos = CalculateMinimapNodePosition(dungeon.CurrentRoom); MinimapNode newNode = new MinimapNode(GetVisitedSpriteName(dungeon.CurrentRoom), dungeon.CurrentRoom.MinimapRoomCoordinates, pos.x, pos.y); newNode.isVisible = true; newNode.Visited = true; AddChild(newNode); nodeList.Add(newNode); // show the adjacent unvisited nodes MakeAdjacentNodesVisible(dungeon.RoomList); this.RemoveChild(playerNode); AddChildAtIndex(playerNode, 99); }
public void UpdateMinimap(Dungeon dungeon) { // remove old node dungeon.CurrentRoom.Visited = true; MinimapNode currentNode = nodeList.First(x => x.coordinates == dungeon.CurrentRoom.MinimapRoomCoordinates); RemoveChild(currentNode); nodeList.Remove(currentNode); // add new node with updated sprite Vector2 pos = CalculateMinimapNodePosition(dungeon.CurrentRoom); MinimapNode newNode = new MinimapNode(GetVisitedSpriteName(dungeon.CurrentRoom), dungeon.CurrentRoom.MinimapRoomCoordinates,pos.x, pos.y); newNode.isVisible = true; newNode.Visited = true; AddChild(newNode); nodeList.Add(newNode); // show the adjacent unvisited nodes MakeAdjacentNodesVisible(dungeon.RoomList); this.RemoveChild(playerNode); AddChildAtIndex(playerNode,99); }
private void DebugShowAllNodes(Dungeon dngn) { for (int x = 0; x < dngn.maxWidth; x++) { for (int y = 0; y < dngn.maxHeight; y++) { Vector2 v = new Vector2(originX + (nodeWidth * x), originY + (nodeHeight * y)); MinimapNode n = new MinimapNode(unvisitedPNG, new Vector2(x,y), v.x, v.y); n.isVisible = true; AddChild(n); } } }
private void AddMapNodes(List<Room> roomList, Room currentRoom) { // add all nodes to list and screen foreach(Room r in roomList) { Vector2 pos = CalculateMinimapNodePosition(r); string nodeName = (r.Visited) ? GetVisitedSpriteName(r) : unvisitedPNG; MinimapNode node = new MinimapNode(nodeName, r.MinimapRoomCoordinates, pos.x, pos.y); if (r.Visited) { node.Visited = true; node.isVisible = true; } nodeList.Add(node); AddChild(node); } MakeAdjacentNodesVisible(roomList); //Add initial player node Vector2 player_pos = CalculateMinimapNodePosition(currentRoom); playerNode = new MinimapNode("minimap_marker", player_pos.x, player_pos.y); AddChildAtIndex(playerNode,99); }