コード例 #1
0
ファイル: Astar.cs プロジェクト: liguang1207/AI_gaming
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            debugTiles = Content.Load<Texture2D>("debugTiles");
            wall = Content.Load<Texture2D>("Wall");
            player1 = Content.Load<Texture2D>("player");
            target = Content.Load<Texture2D>("target");
            text = Content.Load<SpriteFont>("font");
            enemy1 = Content.Load<Texture2D>("enemy");
            pathTile = Content.Load<Texture2D>("pathTile");
            normTiles = Content.Load<Texture2D>("normTiles");
            turret1Image = Content.Load<Texture2D>("turret1");
            bullet1Image = Content.Load<Texture2D>("bullet1");
            healthBar = Content.Load<Texture2D>("HealthBar");
            gridBoundX = GraphicsDevice.Viewport.Height;
            gridBoundY = GraphicsDevice.Viewport.Width;
            grid = new Tiles[(GraphicsDevice.Viewport.Height)][];

            //creating the game grid
            for (int i = 0; i < (GraphicsDevice.Viewport.Height); i++)
            {
                grid[i] = new Tiles[(GraphicsDevice.Viewport.Width)];

                for (int j = 0; j < (GraphicsDevice.Viewport.Width); j++)
                {
                    grid[i][j] = new Tiles(new Vector2((j * 50) + 25, i * 50 + 25), blocked, new Rectangle(j * 50, i * 50, 50, 50), normTiles, i, j);
                }
            }

            grid[3][15].ifTarget(true, target, debugTiles);
            targetExist = true;
            targetX = (int)grid[3][15].center.Y / 50;
            targetY = (int)grid[3][15].center.X / 50;
        }
コード例 #2
0
ファイル: Tiles.cs プロジェクト: smoriarty21/FridayNight
        public void setupTiles(int backgroundX, int backgroundY, int tileWidth, int tileHeigh, int screenWidth, int screenHeight)
        {
            for (int i = 0; i < tileArraySize; i++)
            {
                if (i == 0 || count == 0)
                {
                    if (i == 0)
                    {
                        //Plus 5 is to spawn a little off the edge of the tile
                        currentTileX = backgroundX + 5;
                        currentTileY = backgroundY + (tileWidth - 5);
                    }

                    Tiles tile = new Tiles();
                    tile.height = 100;
                    tile.width = 100;
                    tile.x = currentTileX;
                    tile.y = currentTileY;
                    tileArray[row, arrayColum] = tile;

                    row += 1;
                    count += 1;
                }
                else if (row < 8)
                {
                    currentTileX += tileWidth;

                    Tiles tile = new Tiles();
                    tile.height = 100;
                    tile.width = 100;
                    tile.x = currentTileX;
                    tile.y = currentTileY;
                    tileArray[row, arrayColum] = tile;

                    row += 1;
                    count += 1;
                }

                else if (row == 8)
                {

                    currentTileX += tileWidth;

                    Tiles tile = new Tiles();
                    tile.height = 100;
                    tile.width = 100;
                    tile.x = currentTileX;
                    tile.y = currentTileY;
                    tileArray[row, arrayColum] = tile;

                    row = 0;
                    arrayColum += 1;

                    currentTileY += tileHeigh;
                    currentTileX = backgroundX;
                    count = 0;
                }
            }
        }