public void resetPlayerPosition(string playerDirection) { switch (playerDirection) { case "north": _player.position.Y = (_activeRoom.GetLength(1) - 2) * _scaledTile; break; case "south": _player.position.Y = 100; break; case "east": _player.position.X = 100; break; case "west": _player.position.X = ((_activeRoom.GetLength(0) - 2)) * _scaledTile; break; } _pathFinding = new PathFinding(_activeRoom); var collision = new Collision(_activeRoom); _collision = collision; ChangeRooms(_roomIndex[0], _roomIndex[1]); }
private void RoomToDungeon() { for (var i = 0; i < 5; i++) { for (var j = 0; j < 5; j++) { if (_dungeonArray[i, j] == "_") { var doors = DoorGenCheck(i, j); var tileArray = _room.GenerateRoom(20, 20, doors); var roomInfo = new RoomInfo("_", tileArray, _rnd); _enemyArray[i, j] = roomInfo.GenerateEnemies(); _worldArray[i, j] = tileArray; } else if (_dungeonArray[i, j] == "S") { var enemyArray = new String[2, 2]; var spawnEnemy = new SpawnEnemy(enemyArray, _content); _activeEnemies = spawnEnemy.Spawn(); var doors = DoorGenCheck(i, j); var tileArray = _room.GenerateRoom(20, 20, doors); var roomInfo = new RoomInfo("_", tileArray, _rnd); _worldArray[i, j] = tileArray; _activeRoom = _worldArray[i, j]; var indX = i; var indY = j; _roomIndex[0] = indX; _roomIndex[1] = indY; _pathFinding = new PathFinding(_activeRoom); } } } }