public void NewMapTest() { var map = new RogueLikeMap(24, 12, null, 3, Distance.Chebyshev); Assert.Equal(24, map.Width); Assert.Equal(12, map.Height); Assert.Equal(3, map.Entities.NumberOfLayers); Assert.Equal(Distance.Chebyshev, map.DistanceMeasurement); Assert.Equal(24, map.Width); }
/// <summary> /// Runs before the game starts /// </summary> private static void Init() { // Generate map Map = GenerateMap(); // Generate player and add to map, recalculating FOV afterwards PlayerCharacter = GeneratePlayerCharacter(); Map.AddEntity(PlayerCharacter); PlayerCharacter.CalculateFOV(); // Center view on player Map.DefaultRenderer?.SadComponents.Add(new SadConsole.Components.SurfaceComponentFollowTarget { Target = PlayerCharacter }); GameHost.Instance.Screen = Map; Map.IsFocused = true; GameHost.Instance.DestroyDefaultStartingConsole(); }
/// <summary> /// Runs before the game starts /// </summary> private static void Init() { // Generate map Map = GenerateMap(); // Generate player and add to map, recalculating FOV afterwards PlayerCharacter = GeneratePlayerCharacter(); Map.AddEntity(PlayerCharacter); PlayerCharacter.CalculateFOV(); // Center view on player Map.DefaultRenderer?.SadComponents.Add(new SadConsole.Components.SurfaceComponentFollowTarget { Target = PlayerCharacter }); // Set the map as the active screen so that it processes input and renders itself. GameHost.Instance.Screen = Map; Map.IsFocused = true; // Destroy the default starting console that SadConsole created automatically because we're not using it. GameHost.Instance.DestroyDefaultStartingConsole(); }