private Tile[][] tiles; //Array of all the tiles in the game #endregion Fields #region Constructors //veroudere constructor public Level(Location gridsize, Location s, Location e, Game game, int size = 32) { this.game = game; //Setup of the gridsize gridSize = new Location(gridsize.X + 2, gridsize.Y + 2); //gridsize wordt vergroot met twee voor muren //horizontal rows are initialized tiles = new Tile[gridSize.X][]; for (int y = 0; y < gridSize.X; y++) { //vertical cells are initialized tiles[y] = new Tile[gridSize.Y]; } //initiate start and end point start = s; eind = e; //setting up the floorplan for (int xloc = 0; xloc < gridSize.X; xloc++) { for (int yloc = 0; yloc < gridSize.Y; yloc++) { if (yloc == 0 || yloc == gridSize.Y - 1 || xloc == 0 || xloc == gridSize.X - 1) { tiles[xloc][yloc] = new WallTile(new Location(xloc, yloc), this); //assign the outer walls } else { //assign floor tiles[xloc][yloc] = new FloorTile(new Location(xloc, yloc), this); } if (new Location(xloc, yloc).Compareto(start)) { //assign start location tiles[xloc][yloc] = new StartTile(new Location(xloc, yloc), Properties.Resources.floor_tile_texture, this); } if (new Location(xloc, yloc).Compareto(eind)) { //assign end location tiles[xloc][yloc] = new ShrekTile(new Location(xloc, yloc), Properties.Resources.floor_tile_texture, this); } } } rand = new Random(); speler = new Player(Start, this); entities = new ArrayList(); for (int i = 0; i < 3; i++) { entities.Add(new Grunt(new Location(rand.Next(gridsize.X), rand.Next(gridsize.Y)), this)); entities.Add(new Illuminatie(new Location(rand.Next(gridsize.X), rand.Next(gridsize.Y)), this)); } }
//constructor public Loop(Main window, int targetUps, Boolean fpsLock, int maxFps) { //Console.WriteLine(window.GPanel.Visible); //stelt alle variablen in this.window = window; //window.GPanel. window.Paint += this.render; this.targetUps = targetUps; this.fpsLock = fpsLock; this.maxFps = maxFps; //intalizeerd het spel game = new Game(this); //initalizeerd de gameloop thraed en start hem op de methode init(); t = new Thread(init); t.Priority = ThreadPriority.Highest; t.TrySetApartmentState(ApartmentState.MTA); t.Start(); }
//level uit xmlreader laden public Level(XmlReader xml, Game game) { this.game = game; this.file = XDocument.Load(xml); load(file); }
//level uit xdocumetn laden public Level(XDocument xdoc, Game game) { this.game = game; this.file = xdoc; load(xdoc); }
private static void Main() { var game = new Game(); game.Run(); }
private void init() { game = new Game(); running = true; run(); }
//constructor public ExitGame(Game game) { this.game = game; InitializeComponent(); }