static public void TestMapTerrain(GameMap map) { // Initialize default map terrain ArrayMap2D <Terrain> arraymap = new ArrayMap2D <Terrain>(map.Width, map.Height); for (int x = 0; x < map.Width; x++) { for (int y = 0; y < map.Height; y++) { if (y == map.Height / 2 && x > 5) { arraymap[x, y] = new SimpleWall(); } else if (y == map.Height / 4 && x < map.Width - 5) { arraymap[x, y] = new SimpleWall(); } else if (y == (map.Height / 4) + (map.Height / 2) && x < map.Width - 5) { arraymap[x, y] = new SimpleWall(); } else { arraymap[x, y] = new SimpleFloor(); } } } // Initialize the map object //ApplyTerrainOverlay(arraymap); map.TerrainTiles = arraymap; }
static private void AddRoomToArrayMap(ArrayMap2D <Terrain> array, Room room) { // Add floors for (int x = room.Position.X; x < room.Position.X + room.Width; x++) { for (int y = room.Position.Y; y < room.Position.Y + room.Height; y++) { array[x, y] = new SimpleFloor(); } } // Add walls for (int x = room.Position.X - 1; x < room.Position.X + room.Width + 1; x++) { array[x, room.Position.Y - 1] = new SimpleWall(); array[x, room.Position.Y + room.Height] = new SimpleWall(); } for (int y = room.Position.Y; y < room.Position.Y + room.Height; y++) { array[room.Position.X - 1, y] = new SimpleWall(); array[room.Position.X + room.Width, y] = new SimpleWall(); } }