public void Attach(Model.Dungeon model) { dungeon = model; // Load terrain sprites tiles.Clear(); for (int j = 0; j < dungeon.Height; j++) { for (int i = 0; i < dungeon.Width; i++) { Point point = new Point(i, j); Model.Dungeon.Cell cell = dungeon.GetCell(point); Tile tile = new Tile(); tile.Position = FieldToViewCoordinates(point); if (cell.Terrain == Model.Terrain.Floor) { tile.Origin = new Vector2(64.0F, 32.0F); tile.Texture = grassTile; } else if (cell.Terrain == Model.Terrain.Wall) { tile.Origin = new Vector2(64.0F, 80.0F); tile.Texture = treeTile; } tiles.Add(tile); } } tiles.Sort(CompareTiles); }
public void Attach(Model.Dungeon model) { dungeon = model; // Load terrain sprites tiles.Clear(); for (int j = 0; j < dungeon.Height; j++) { for (int i = 0; i < dungeon.Width; i++) { Point point = new Point(i, j); Model.Dungeon.Cell cell = dungeon.GetCell(point); Tile tile = new Tile(); tile.Position = FieldToViewCoordinates(point); if (cell.Terrain == Model.Terrain.Floor) { tile.Origin = new Vector2(64.0F, 32.0F); tile.Texture = grassTile; } else if (cell.Terrain == Model.Terrain.Wall) { tile.Origin = new Vector2(64.0F, 80.0F); tile.Texture = treeTile; } tiles.Add(tile); } } tiles.Sort(CompareTiles); }
public DungeonViewOld(Game game) { this.game = game; dungeon = null; tiles = new List<Tile>(); grassTile = game.Content.Load<Texture2D>("Sprites\\Terrain\\sprGrass01Temp"); treeTile = game.Content.Load<Texture2D>("Sprites\\Terrain\\sprBushTemp"); right = new Vector2(0.894427F, -0.447214F); down = new Vector2(0.894427F, 0.447214F); }
public DungeonViewOld(Game game) { this.game = game; dungeon = null; tiles = new List <Tile>(); grassTile = game.Content.Load <Texture2D>("Sprites\\Terrain\\sprGrass01Temp"); treeTile = game.Content.Load <Texture2D>("Sprites\\Terrain\\sprBushTemp"); right = new Vector2(0.894427F, -0.447214F); down = new Vector2(0.894427F, 0.447214F); }
public TextView() { dungeon = new Model.Dungeon(); int[,] grid = new int[, ] { { 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 1, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 0, 0, 1, 1, 1, 0, 0, 0 }, { 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 1, 0, 0, 1, 1, 1, 0, 0, 0 }, { 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0 }, { 0, 0, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 0, 1, 1, 1, 0, 0, 0 }, { 0, 0, 0, 1, 1, 1, 0, 1, 0, 0, 0, 1, 0, 0, 1, 1, 1, 0, 0, 0 }, { 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0 }, { 0, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 1, 0, 1, 0, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0 }, { 0, 0, 1, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, { 0, 1, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0 }, { 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 } }; Model.Terrain[,] data = new Model.Terrain[20, 15]; for (int j = 0; j < data.GetLength(1); j++) { for (int i = 0; i < data.GetLength(0); i++) { switch (grid[i, j]) { case 0: data[i, j] = Model.Terrain.Wall; break; case 1: data[i, j] = Model.Terrain.Floor; break; } } } dungeon.SetGrid(data); }
public TextView() { dungeon = new Model.Dungeon(); int[,] grid = new int[,] { { 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 1, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0 }, { 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 0, 0, 1, 1, 1, 0, 0, 0 }, { 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 1, 0, 0, 1, 1, 1, 0, 0, 0 }, { 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0 }, { 0, 0, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 0, 1, 1, 1, 0, 0, 0 }, { 0, 0, 0, 1, 1, 1, 0, 1, 0, 0, 0, 1, 0, 0, 1, 1, 1, 0, 0, 0 }, { 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0 }, { 0, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0 }, { 0, 0, 1, 0, 1, 0, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0 }, { 0, 0, 1, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, { 0, 1, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0 }, { 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 } }; Model.Terrain[,] data = new Model.Terrain[20, 15]; for (int j = 0; j < data.GetLength(1); j++) { for (int i = 0; i < data.GetLength(0); i++) { switch (grid[i, j]) { case 0: data[i, j] = Model.Terrain.Wall; break; case 1: data[i, j] = Model.Terrain.Floor; break; } } } dungeon.SetGrid(data); }