Esempio n. 1
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        //constructor with given x,y, and z coords
        //public Tile(int inX, int inY, int inZ)
        public Tile(int inZ)
        {
            jumpable        = false;
            aDirection      = new AFrom(false, false, false, false);
            randomEncounter = false;
            ramp            = false;
            occupied        = false;
            tileType        = "debug_black_tile.png";

            //MUST BE MADE UNIQUE
            //X = inX;
            //Y = inY;
            Z = (byte)inZ;
        }
Esempio n. 2
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        public short Z; //global Z coordinate of tile

        #region Constructors
        //default is inaccessable tile
        public Tile()
        {
            jumpable        = false;
            aDirection      = new AFrom(false, false, false, false);
            randomEncounter = false;
            ramp            = false;
            occupied        = false;
            sceneryObject   = null;
            tileType        = "debug_black_tile.png";

            //MUST BE MADE UNIQUE
            //X = 0;
            //Y = 0;
            Z = 0;
        }
Esempio n. 3
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        public Tile(string zone, Rectangle srcRect)
        {
            jumpable        = false;
            aDirection      = new AFrom(false, false, false, false);
            randomEncounter = false;
            ramp            = false;
            occupied        = false;
            tileType        = "debug_black_tile.png";

            //MUST BE MADE UNIQUE
            //X = 0;
            //Y = 0;
            Z          = 0;
            zoneName   = zone;
            sourceRect = srcRect;
        }
Esempio n. 4
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        //copy constructor
        public Tile(Tile inTile)
        {
            jumpable   = inTile.isJumpable();
            aDirection = new AFrom(inTile.aDirection.north,
                                   inTile.aDirection.east,
                                   inTile.aDirection.south,
                                   inTile.aDirection.west);
            randomEncounter = inTile.hasRandomEncounter();
            ramp            = inTile.isRamp();
            occupied        = inTile.isOccupied();
            sourceRect      = new Rectangle(inTile.sourceRect.X,
                                            inTile.sourceRect.Y,
                                            inTile.sourceRect.Width,
                                            inTile.sourceRect.Height);
            tileType    = inTile.tileType;
            tilePath    = inTile.tilePath;
            eventScript = inTile.eventScript;
            zoneName    = inTile.zoneName;
            isWater     = inTile.isWater;

            sceneryObject = inTile.sceneryObject;
            Z             = inTile.Z;
        }
Esempio n. 5
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        /*public void setTType(string type)
         * {
         *  switch (type)
         *  {
         *      case "Black":
         *          tileType = TType.Black;
         *          //tileTexture = Globals.Content.Load<Texture2D>("Zone/Tile/Black"); //<---- we need to do something like this
         *          break;
         *      case "Grass":
         *          tileType = TType.Grass;
         *          //tileTexture = Globals.Content.Load<Texture2D>("Zone/Tile/Grass");
         *          break;
         *      case "Dirt":
         *          tileType = TType.Dirt;
         *          //tileTexture = Globals.Content.Load<Texture2D>("Zone/Tile/Dirt");
         *          break;
         *      case "Sand":
         *          tileType = TType.Sand;
         *          //tileTexture = Globals.Content.Load<Texture2D>("Zone/Tile/Sand");
         *          break;
         *      case "Brick":
         *          tileType = TType.Brick;
         *          //tileTexture = Globals.Content.Load<Texture2D>("Zone/Tile/Brick");
         *          break;
         *  }
         * }*/
        #endregion

        //makes accessible from all directions
        public void setClear()
        {
            aDirection = new AFrom(true, true, true, true);
            occupied   = false;
        }