コード例 #1
0
        //-----------------------------------------------------------------------------
        // Constructor
        //-----------------------------------------------------------------------------
        public DungeonMapFloor(DungeonFloor dungeonFloor)
        {
            this.dungeonFloor	= dungeonFloor;
            this.floorNumber	= dungeonFloor.FloorNumber;
            this.isDiscovered	= dungeonFloor.IsDiscovered;
            this.size			= new Point2I(8, 8);

            // Create rooms.
            rooms = new DungeonMapRoom[size.X, size.Y];
            isBossFloor = false;

            if (dungeonFloor.Level !=  null) {
                for (int x = 0; x < size.X; x++) {
                    for (int y = 0; y < size.Y; y++) {
                        Point2I loc = new Point2I(x, y);
                        if (dungeonFloor.Level.ContainsRoom(loc)) {
                            Room room = dungeonFloor.Level.GetRoomAt(loc);
                            if (!room.IsHiddenFromMap) {
                                rooms[x, y] = DungeonMapRoom.Create(room, this);
                                if (rooms[x, y] != null && rooms[x, y].IsBossRoom)
                                    isBossFloor = true;
                            }
                        }
                        else
                            rooms[x, y] = null;
                    }
                }
            }
        }
コード例 #2
0
ファイル: Dungeon.cs プロジェクト: radtek/ZeldaOracle
        //-----------------------------------------------------------------------------
        // Accessors
        //-----------------------------------------------------------------------------

        // Return a sorted list of all the floors in the dungeon.
        public DungeonFloor[] GetFloors()
        {
            int  lowestFloorNumber  = Int32.MaxValue;
            int  highestFloorNumber = Int32.MinValue;
            bool foundAny           = false;

            foreach (Level level in world.Levels)
            {
                if (level.Dungeon == this)
                {
                    foundAny = true;
                    if (level.DungeonFloor < lowestFloorNumber)
                    {
                        lowestFloorNumber = level.DungeonFloor;
                    }
                    if (level.DungeonFloor > highestFloorNumber)
                    {
                        highestFloorNumber = level.DungeonFloor;
                    }
                }
            }

            if (!foundAny)
            {
                return(new DungeonFloor[0]);
            }

            int floorNumberCount = (highestFloorNumber - lowestFloorNumber) + 1;

            DungeonFloor[] floors = new DungeonFloor[floorNumberCount];

            for (int i = 0; i < floorNumberCount; i++)
            {
                floors[i] = new DungeonFloor(null, lowestFloorNumber + i);
            }
            foreach (Level level in world.Levels)
            {
                if (level.Dungeon == this)
                {
                    floors[level.DungeonFloor - lowestFloorNumber] = new DungeonFloor(level, level.DungeonFloor);
                }
            }

            return(floors);

            /*
             *
             * List<Level> floors = new List<Level>();
             * foreach (Level level in world.Levels) {
             *      if (level.Dungeon == this)
             *              floors.Add(level);
             * }
             * floors.Sort(delegate(Level a, Level b) {
             *      int floorA = a.DungeonFloor;
             *      int floorB = b.DungeonFloor;
             *
             *      if (floorA > floorB)
             *              return 1;
             *      else if (floorA < floorB)
             *              return -1;
             *      else
             *              return 0;
             * });
             *
             * if (floors.Count == 0)
             *      return new Level[0];
             *
             * int minFloorNumber = floors[0].DungeonFloor;
             * int maxFloorNumber = floors[floors.Count - 1].DungeonFloor;
             * int floorNumberCount = maxFloorNumber - minFloorNumber;
             * Level[] floors2 = new Level[floorNumberCount];
             *
             * foreach (Level floor in floors) {
             *      int index = floor.DungeonFloor - minFloorNumber;
             *      floors2[index] = floor;
             * }
             *
             * return floors.ToArray();
             */
        }
コード例 #3
0
ファイル: Dungeon.cs プロジェクト: trigger-death/ZeldaOracle
        //-----------------------------------------------------------------------------
        // Accessors
        //-----------------------------------------------------------------------------
        // Return a sorted list of all the floors in the dungeon.
        public DungeonFloor[] GetFloors()
        {
            int lowestFloorNumber = Int32.MaxValue;
            int highestFloorNumber = Int32.MinValue;
            bool foundAny = false;

            foreach (Level level in world.Levels) {
                if (level.Dungeon == this) {
                    foundAny = true;
                    if (level.DungeonFloor < lowestFloorNumber)
                        lowestFloorNumber = level.DungeonFloor;
                    if (level.DungeonFloor > highestFloorNumber)
                        highestFloorNumber = level.DungeonFloor;
                }
            }

            if (!foundAny)
                return new DungeonFloor[0];

            int floorNumberCount = (highestFloorNumber - lowestFloorNumber) + 1;
            DungeonFloor[] floors = new DungeonFloor[floorNumberCount];

            for (int i = 0; i < floorNumberCount; i++)
                floors[i] = new DungeonFloor(null, lowestFloorNumber + i);
            foreach (Level level in world.Levels) {
                if (level.Dungeon == this)
                    floors[level.DungeonFloor - lowestFloorNumber] = new DungeonFloor(level, level.DungeonFloor);
            }

            return floors;
            /*

            List<Level> floors = new List<Level>();
            foreach (Level level in world.Levels) {
                if (level.Dungeon == this)
                    floors.Add(level);
            }
            floors.Sort(delegate(Level a, Level b) {
                int floorA = a.DungeonFloor;
                int floorB = b.DungeonFloor;

                if (floorA > floorB)
                    return 1;
                else if (floorA < floorB)
                    return -1;
                else
                    return 0;
            });

            if (floors.Count == 0)
                return new Level[0];

            int minFloorNumber = floors[0].DungeonFloor;
            int maxFloorNumber = floors[floors.Count - 1].DungeonFloor;
            int floorNumberCount = maxFloorNumber - minFloorNumber;
            Level[] floors2 = new Level[floorNumberCount];

            foreach (Level floor in floors) {
                int index = floor.DungeonFloor - minFloorNumber;
                floors2[index] = floor;
            }

            return floors.ToArray();
            */
        }