Esempio n. 1
0
        public TileList(Gmap gamemap, Unit ghost)
        {
            EntityList = new List<DepthSortedEntity>();

            DepthSortedEntity tmp = null;

            /*	Get the tiles (DIAMOND SHAPE !):	*/
            for (int i = 0; i < gamemap.height; i++)
            {
                for (int j = 0; j < i+1; j++)
                {
                    tmp = new DepthSortedEntity( j, i-j, gamemap.getHeight(j, i-j), gamemap.tileType(j, i-j), 0F );
                    EntityList.Add(tmp);
                }
            }
            for (int i = 1; i < gamemap.height+1; i++)
            {
                for (int j = 0; j < gamemap.width-i; j++)
                {
                    tmp = new DepthSortedEntity(i + j, gamemap.width - j - 1, gamemap.getHeight(i + j, gamemap.width - j - 1), gamemap.tileType(i + j, gamemap.width - j - 1), 0F);
                    EntityList.Add(tmp);
                }
            }

            /*	Add the ghost (HIS INDEX IS 7 FROM NOW ON !!!!):	*/
            tmp = new DepthSortedEntity(ghost.pos.PosXMatrix, ghost.pos.PosYMatrix, gamemap.getHeight(ghost.pos.PosXMatrix, ghost.pos.PosYMatrix), 7, 0F);
            EntityList.Add(tmp);

            this.SortList();
        }
Esempio n. 2
0
        public TileList(Gmap gamemap, Unit ghost)
        {
            EntityList = new List <DepthSortedEntity>();

            DepthSortedEntity tmp = null;


            /*	Get the tiles (DIAMOND SHAPE !):	*/
            for (int i = 0; i < gamemap.height; i++)
            {
                for (int j = 0; j < i + 1; j++)
                {
                    tmp = new DepthSortedEntity(j, i - j, gamemap.getHeight(j, i - j), gamemap.tileType(j, i - j), 0F);
                    EntityList.Add(tmp);
                }
            }
            for (int i = 1; i < gamemap.height + 1; i++)
            {
                for (int j = 0; j < gamemap.width - i; j++)
                {
                    tmp = new DepthSortedEntity(i + j, gamemap.width - j - 1, gamemap.getHeight(i + j, gamemap.width - j - 1), gamemap.tileType(i + j, gamemap.width - j - 1), 0F);
                    EntityList.Add(tmp);
                }
            }

            /*	Add the ghost (HIS INDEX IS 7 FROM NOW ON !!!!):	*/
            tmp = new DepthSortedEntity(ghost.pos.PosXMatrix, ghost.pos.PosYMatrix, gamemap.getHeight(ghost.pos.PosXMatrix, ghost.pos.PosYMatrix), 7, 0F);
            EntityList.Add(tmp);

            this.SortList();
        }
Esempio n. 3
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == Microsoft.Xna.Framework.Input.ButtonState.Pressed)
            {
                this.Exit();
            }

            // TODO: Add your update logic here
            /*	HANDLE INPUT HERE:	*/
            UpdateInput();

            /*	MOVE THE GHOST:	*/
            ghost.move(TILE_WIDTH, TILE_HEIGHT);

            if (ghost.hasChangedTiles)
            {
                DepthSortedEntity tmp = _theList.EntityList.Find(a => (a.tileType == 7));
                tmp.x = ghost.pos.PosXMatrix;
                tmp.y = ghost.pos.PosYMatrix;
                tmp.z = _gamemap.getHeight(ghost.pos.PosXMatrix, ghost.pos.PosYMatrix);
                _theList.SortList();
            }

            /*	Adjust the camera:	*/
            _cam.x += _cam.dx;
            _cam.y += _cam.dy;



            base.Update(gameTime);
        }