public MapViewModel(GameMap map) : base(map.Map.Map) { Source = map; TileSet = new TileSetViewModel(Map.Map.TileSet); TileSet.Saved += (s, e) => OnPropertyChanged("TileSet"); }
public void Render(MapObject mapObject) { MapPoint cellPoint = new MapPoint(0, 0, 0); Map map = new Map(1, MapSize.One); map[cellPoint] = new MapCell(new MapPlace(), null); if (mapObject is MapPlace) { map[cellPoint].Place = mapObject as MapPlace; } if (mapObject is MapWall) { map[cellPoint].SetWall(MapDirection.North, mapObject as MapWall); map[cellPoint].SetWall(MapDirection.East, mapObject as MapWall); map[cellPoint].SetWall(MapDirection.West, mapObject as MapWall); map[cellPoint].SetWall(MapDirection.South, mapObject as MapWall); } MapState mapState = new MapState(map); if (mapObject is MapActiveObject) { mapState.AddActiveObject(mapObject as MapActiveObject, cellPoint); } GameMap gameMap = new GameMap(mapState); Renderer.SetMap(gameMap, new MapCellRange(cellPoint, cellPoint)); Renderer.Render(); }
/// <summary> /// Тест создания карты /// </summary> /// <param name="MapWidth">Ширина карты (в клетках)</param> /// <param name="MapHeight">Высота карты (в клетках)</param> /// <param name="LevelsCount">Количество уровней</param> /// <param name="WallsCountOnWalledCells">Количество стен в клетке, на которой будут размещаться стены (0..4)</param> /// <param name="WalledCellProbability">Вероятность того, что на клетке будут размещаться стены (0..1)</param> /// <returns>Занимаемая память</returns> public static Int64 MapCreation(UInt16 MapWidth, UInt16 MapHeight, UInt16 LevelsCount, UInt16 WallsCountOnWalledCells, double WalledCellProbability) { GameMap game; Map map; Random rand = new Random(); try { MapImage image = new MapImage(MapImageType.Bmp, null); MapPlace place = new MapPlace(image, (float)0.8); MapWall destroyedWall = new MapWall(image, MapDirection.North, 200); MapWall wall = new MapWall(image, MapDirection.North, 200); Dictionary<MapDirection, MapWall> walls = new Dictionary<MapDirection, MapWall>(); if (WallsCountOnWalledCells > 0) walls.Add(MapDirection.North, wall); if (WallsCountOnWalledCells > 1) walls.Add(MapDirection.South, wall); if (WallsCountOnWalledCells > 2) walls.Add(MapDirection.West, wall); if (WallsCountOnWalledCells > 3) walls.Add(MapDirection.East, wall); bool isWall = false; int probability = (int)Math.Round(WalledCellProbability * 100.0); map = new Map(LevelsCount, new MapSize(MapWidth, MapHeight)); for (int z = 0; z < map.LevelsCount; z++) for (int x = 0; x < map.Size.Width; x++) for (int y = 0; y < map.Size.Height; y++) { isWall = rand.Next(0, 100) < probability; map.Levels[z].Cells[x, y] = new MapCell(place, isWall ? walls : null); } game = new GameMap(new MapState(map)); } catch { } Int64 memory = GC.GetTotalMemory(false); map = null; game = null; GC.Collect(); return memory; }
public static void PathTest() { GameMap game; Map map; Random rand = new Random(); try { MapImage image = new MapImage(MapImageType.Bmp, null); MapPlace place = new MapPlace(image, (float)0.8) { Name = "1" }; //MapWall destroyedWall = new MapWall("2", image, MapDirection.North, 200); MapWall wall = new MapWall(image, MapDirection.North, 200) { Name = "3" }; Dictionary<MapDirection, MapWall> walls = new Dictionary<MapDirection, MapWall>(); map = new Map(1, new MapSize(16, 16)) { Name = "Map" }; for (int z = 0; z < map.LevelsCount; z++) for (int x = 0; x < map.Size.Width; x++) for (int y = 0; y < map.Size.Height; y++) { map.Levels[z].Cells[x, y] = new MapCell(place, null); } MapAreas areas= new MapAreas(); // MapAreaTransitionPoint pnt1=new MapAreaTransitionPoint("", "", areas.Areas.Add(new MapArea(new MapPoint(0, 0, 0), new MapSize(4, 4))); areas.Areas.Add(new MapArea(new MapPoint(0, 4, 0), new MapSize(4, 4))); areas.Areas.Add(new MapArea(new MapPoint(0, 8, 0), new MapSize(4, 4))); areas.Areas.Add(new MapArea(new MapPoint(0, 12, 0), new MapSize(4, 4))); areas.Areas.Add(new MapArea(new MapPoint(0, 0, 4), new MapSize(4, 4))); areas.Areas.Add(new MapArea(new MapPoint(0, 4, 4), new MapSize(4, 4))); areas.Areas.Add(new MapArea(new MapPoint(0, 8, 4), new MapSize(4, 4))); areas.Areas.Add(new MapArea(new MapPoint(0, 12, 4), new MapSize(4, 4))); areas.Areas.Add(new MapArea(new MapPoint(0, 0, 8), new MapSize(4, 4))); areas.Areas.Add(new MapArea(new MapPoint(0, 4, 8), new MapSize(4, 4))); areas.Areas.Add(new MapArea(new MapPoint(0, 8, 8), new MapSize(4, 4))); areas.Areas.Add(new MapArea(new MapPoint(0, 12, 8), new MapSize(4, 4))); areas.Areas.Add(new MapArea(new MapPoint(0, 0, 12), new MapSize(4, 4))); areas.Areas.Add(new MapArea(new MapPoint(0, 4, 12), new MapSize(4, 4))); areas.Areas.Add(new MapArea(new MapPoint(0, 8, 12), new MapSize(4, 4))); areas.Areas.Add(new MapArea(new MapPoint(0, 12, 12), new MapSize(4, 4))); MapAreaTransitionPoint[] tr0 = new MapAreaTransitionPoint[] { new MapAreaTransitionPoint(areas.Areas[0], areas.Areas[1], new MapPoint(0, 0, 0), new MapSize(1, 1)), new MapAreaTransitionPoint(areas.Areas[0], areas.Areas[5], new MapPoint(0, 1, 1), new MapSize(1, 1)) }; MapAreaTransitionPoint[] tr1 = new MapAreaTransitionPoint[] { new MapAreaTransitionPoint(areas.Areas[1], areas.Areas[0], new MapPoint(0, 0, 0), new MapSize(1, 1)) }; MapAreaTransitionPoint[] tr5 = new MapAreaTransitionPoint[] { new MapAreaTransitionPoint(areas.Areas[5], areas.Areas[0], new MapPoint(0, 0, 0), new MapSize(1, 1)), new MapAreaTransitionPoint(areas.Areas[5], areas.Areas[2], new MapPoint(0, 0, 0), new MapSize(1, 1)) }; MapAreaTransitionPoint[] tr2 = new MapAreaTransitionPoint[] { new MapAreaTransitionPoint(areas.Areas[2], areas.Areas[5], new MapPoint(0, 0, 0), new MapSize(1, 1)), new MapAreaTransitionPoint(areas.Areas[2], areas.Areas[7], new MapPoint(0, 0, 0), new MapSize(1, 1)) }; MapAreaTransitionPoint[] tr3 = new MapAreaTransitionPoint[] { new MapAreaTransitionPoint(areas.Areas[3], areas.Areas[6], new MapPoint(0, 0, 0), new MapSize(1, 1)) }; MapAreaTransitionPoint[] tr4 = new MapAreaTransitionPoint[] { new MapAreaTransitionPoint(areas.Areas[4], areas.Areas[8], new MapPoint(0, 0, 0), new MapSize(1, 1)) }; MapAreaTransitionPoint[] tr6 = new MapAreaTransitionPoint[] { new MapAreaTransitionPoint(areas.Areas[6], areas.Areas[3], new MapPoint(0, 0, 0), new MapSize(1, 1)), new MapAreaTransitionPoint(areas.Areas[6], areas.Areas[10], new MapPoint(0, 0, 0), new MapSize(1, 1)) }; MapAreaTransitionPoint[] tr7 = new MapAreaTransitionPoint[] { new MapAreaTransitionPoint(areas.Areas[7], areas.Areas[2], new MapPoint(0, 0, 0), new MapSize(1, 1)), new MapAreaTransitionPoint(areas.Areas[7], areas.Areas[10], new MapPoint(0, 0, 0), new MapSize(1, 1)) }; MapAreaTransitionPoint[] tr8 = new MapAreaTransitionPoint[] { new MapAreaTransitionPoint(areas.Areas[8], areas.Areas[4], new MapPoint(0, 0, 0), new MapSize(1, 1)), new MapAreaTransitionPoint(areas.Areas[8], areas.Areas[9], new MapPoint(0, 0, 0), new MapSize(1, 1)), new MapAreaTransitionPoint(areas.Areas[8], areas.Areas[12], new MapPoint(0, 0, 0), new MapSize(1, 1)) }; MapAreaTransitionPoint[] tr13 = new MapAreaTransitionPoint[] { new MapAreaTransitionPoint(areas.Areas[13], areas.Areas[9], new MapPoint(0, 0, 0), new MapSize(1, 1)), new MapAreaTransitionPoint(areas.Areas[13], areas.Areas[14], new MapPoint(0, 0, 0), new MapSize(1, 1)), new MapAreaTransitionPoint(areas.Areas[13], areas.Areas[10], new MapPoint(0, 0, 0), new MapSize(1, 1)) }; MapAreaTransitionPoint[] tr9 = new MapAreaTransitionPoint[] { new MapAreaTransitionPoint(areas.Areas[9], areas.Areas[8], new MapPoint(0, 0, 0), new MapSize(1, 1)), new MapAreaTransitionPoint(areas.Areas[9], areas.Areas[13], new MapPoint(0, 0, 0), new MapSize(1, 1)) }; MapAreaTransitionPoint[] tr12 = new MapAreaTransitionPoint[] { new MapAreaTransitionPoint(areas.Areas[12], areas.Areas[8], new MapPoint(0, 0, 0), new MapSize(1, 1)) }; MapAreaTransitionPoint[] tr14 = new MapAreaTransitionPoint[] { new MapAreaTransitionPoint(areas.Areas[14], areas.Areas[13], new MapPoint(0, 0, 0), new MapSize(1, 1)) }; MapAreaTransitionPoint[] tr15 = new MapAreaTransitionPoint[] { new MapAreaTransitionPoint(areas.Areas[15], areas.Areas[10], new MapPoint(0, 0, 0), new MapSize(1, 1)) }; MapAreaTransitionPoint[] tr11 = new MapAreaTransitionPoint[] { new MapAreaTransitionPoint(areas.Areas[11], areas.Areas[10], new MapPoint(0, 0, 0), new MapSize(1, 1)) }; MapAreaTransitionPoint[] tr10 = new MapAreaTransitionPoint[] { new MapAreaTransitionPoint(areas.Areas[10], areas.Areas[6], new MapPoint(0, 0, 0), new MapSize(1, 1)), new MapAreaTransitionPoint(areas.Areas[10], areas.Areas[7], new MapPoint(0, 0, 0), new MapSize(1, 1)), new MapAreaTransitionPoint(areas.Areas[10], areas.Areas[11], new MapPoint(0, 0, 0), new MapSize(1, 1)), new MapAreaTransitionPoint(areas.Areas[10], areas.Areas[15], new MapPoint(0, 0, 0), new MapSize(1, 1)), new MapAreaTransitionPoint(areas.Areas[10], areas.Areas[13], new MapPoint(0, 0, 0), new MapSize(1, 1)) }; areas.Areas[0].TransitionPoints.AddRange(tr0); areas.Areas[1].TransitionPoints.AddRange(tr1); areas.Areas[2].TransitionPoints.AddRange(tr2); areas.Areas[3].TransitionPoints.AddRange(tr3); areas.Areas[4].TransitionPoints.AddRange(tr4); areas.Areas[5].TransitionPoints.AddRange(tr5); areas.Areas[6].TransitionPoints.AddRange(tr6); areas.Areas[7].TransitionPoints.AddRange(tr7); areas.Areas[8].TransitionPoints.AddRange(tr8); areas.Areas[9].TransitionPoints.AddRange(tr9); areas.Areas[10].TransitionPoints.AddRange(tr10); areas.Areas[11].TransitionPoints.AddRange(tr11); areas.Areas[12].TransitionPoints.AddRange(tr12); areas.Areas[13].TransitionPoints.AddRange(tr13); areas.Areas[14].TransitionPoints.AddRange(tr14); areas.Areas[15].TransitionPoints.AddRange(tr15); map.Areas = areas; MapState state = new MapState(map); game = new GameMap(new MapState(map)); } catch { } Int64 memory = GC.GetTotalMemory(false); map = null; game = null; GC.Collect(); }
public void SetMap(GameMap map, MapCellRange range) { TargetMap = map; TargetRange = range; }