Esempio n. 1
0
 private void SetupItems()
 {
     foreach (var tile in outputTiles)
     {
         WallActuatorCreator.CreateSetupActuators(tile);
         SetupFloorItems(tile);
     }
 }
Esempio n. 2
0
        private void Initialize(int level, Point?startTile)
        {
            CurrentLevel         = level;
            CurrentMap           = Data.Maps[level];
            legacyTileCreator    = new LegacyTileCreator(this);
            WallActuatorCreator  = new WallActuatorCreator(this);
            FloorActuatorCreator = new FloorActuatorCreator(this);
            ItemCreator          = new LegacyItemCreator(this);
            creatures            = new List <Creature>();
            InitializeMapTextures();

            outputTiles    = new List <Tile>();
            stack          = new Stack <TileInfo <TileData> >();
            start          = startTile ?? new Point(Data.StartPosition.Position.X, Data.StartPosition.Position.Y);
            TilesPositions = new Dictionary <Point, Tile>();
            bitMap         = new BitMapMemory(CurrentMap.OffsetX, CurrentMap.OffsetY, CurrentMap.Width, CurrentMap.Height);
        }
Esempio n. 3
0
        private void Initialize(int level, Point? startTile)
        {
            CurrentLevel = level;
            CurrentMap = Data.Maps[level];
            legacyTileCreator = new LegacyTileCreator(this);
            WallActuatorCreator = new WallActuatorCreator(this);
            FloorActuatorCreator = new FloorActuatorCreator(this);
            ItemCreator = new LegacyItemCreator(this);
            creatures = new List<Creature>();
            InitializeMapTextures();

            outputTiles = new List<Tile>();
            stack = new Stack<TileInfo<TileData>>();
            start = startTile ?? new Point(Data.StartPosition.Position.X, Data.StartPosition.Position.Y);
            TilesPositions = new Dictionary<Point, Tile>();
            bitMap = new BitMapMemory(CurrentMap.OffsetX, CurrentMap.OffsetY, CurrentMap.Width, CurrentMap.Height);
        }