예제 #1
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        // Loads a map into the MapConsole.
        public void LoadMap(Map map)
        {
            MapConsole = new SadConsole.ScrollingConsole(GameLoop.World.CurrentMap.Width, GameLoop.World.CurrentMap.Height, Global.FontDefault,
                                                         new Rectangle(0, 0, GameLoop.GameWidth, GameLoop.GameHeight), map.Tiles);

            SyncMapEntities(map);
        }
예제 #2
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        // account for the thickness of the window border to prevent UI element spillover

        public MessageLogWindow(int width, int height, string title)
            : base(width, height)
        {
            DefaultBackground = Color.DarkOliveGreen;
            // Ensure that the window background is the correct colour
            //Theme.WindowTheme.FillStyle.Background = DefaultBackground;
            //Theme.WindowTheme.BorderStyle.Background = Color.DarkOliveGreen;//the goggles
            lines   = new List <string>();
            CanDrag = true;
            Title   = title.Align(HorizontalAlignment.Center, Width);

            // add the message console, reposition, enable the viewport, and add it to the window
            messageConsole                   = new ScrollingConsole(width - WindowBorderThickness, MaxLines); //0.1: change msgs to rect. font
            messageConsole.Position          = new Coord(1, 1);
            messageConsole.ViewPort          = new Rectangle(0, 0, width - 1, height - WindowBorderThickness);
            messageConsole.DefaultBackground = Color.Black;
            messageConsole.Font              = Global.FontDefault.Master.GetFont(Font.FontSizes.One);

            // create a scrollbar and attach it to an event handler, then add it to the Window
            messageScrollBar = new SadConsole.Controls.ScrollBar(Orientation.Vertical, height - WindowBorderThickness)
            {
                Position  = new Coord(messageConsole.Width + 1, messageConsole.Position.X),
                IsEnabled = false,
            };
            messageScrollBar.ValueChanged += MessageScrollBar_ValueChanged;
            Add(messageScrollBar);

            // enable mouse input
            UseMouse = true;

            // Add the child consoles to the window
            Children.Add(messageConsole);
        }
예제 #3
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        // Create a new window with the title centered
        // the window is draggable by default
        public MessageLogWindow(int width, int height, string title) : base(width, height)
        {
            // Ensure that the window background is the correct colour
            Theme.FillStyle.Background = DefaultBackground;

            _lines  = new Queue <string>();
            CanDrag = true;

            Title = title.Align(HorizontalAlignment.Center, Width);

            // add the message console, reposition, enable the viewport, and add it to the window
            _messageConsole = new ScrollingConsole(width - _windowBorderThickness, height - _windowBorderThickness)
            {
                Position = new Point(1, 1)
            };
            _messageConsole.ViewPort          = new Rectangle(0, 0, width - 1, height - _windowBorderThickness);
            _messageConsole.DefaultBackground = Color.Black;

            // create a scrollbar and attach it to an event handler, then add it to the Window
            _messageScrollBar = new SadConsole.Controls.ScrollBar
                                    (Orientation.Vertical, height - _windowBorderThickness)
            {
                Position  = new Point(_messageConsole.Width + 1, _messageConsole.Position.X),
                IsEnabled = false
            };
            _messageScrollBar.ValueChanged += MessageScrollBar_ValueChanged;
            Add(_messageScrollBar);

            // enable mouse input
            UseMouse = true;

            // Add the child consoles to the window
            Children.Add(_messageConsole);
        }
예제 #4
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        private static void Init()
        {
            // Generate map
            CurrentMap = TestGameMap.CreateDungeonMap(100, 100);

            // Entity to test layering
            var testItem = new Entity(Color.White, Color.Transparent, 'i', (2, 2), 1, true, true);

            CurrentMap.AddEntity(testItem);

            Player = new Player(CurrentMap.WalkabilityView.RandomPosition(true));
            CurrentMap.AddEntity(Player);

            MapConsole = new ScrollingConsole(width: CurrentMap.Width, height: CurrentMap.Height,
                                              font: SadConsole.Global.FontDefault,
                                              viewPort: new XnaRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT),
                                              initialCells: CurrentMap.RenderingCellData);
            MapConsole.CenterViewPortOnPoint(Player.Position);

            CurrentMap.ConfigureAsRenderer(MapConsole);

            // Set our new console as the main object SadConsole processes, and set up keyboard input
            SadConsole.Global.CurrentScreen = MapConsole;
            SadConsole.Global.FocusedConsoles.Push(Player);
        }
예제 #5
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        // This constructor creates a new inventory window and defines the inventory console inside this window
        public InventoryWindow(int width, int height, string title) : base(width, height)
        {
            // Ensure that the window background is the correct colour
            Theme.FillStyle.Background = DefaultBackground;

            // instantiete the inventory of the actor, passing the actor value if and when i implement helpers, to make it
            // possible to see and use their inventory.
            inventory = new List <Item>();

            CanDrag = true;

            Title = title.Align(HorizontalAlignment.Center, width);

            // define the inventory console
            inventoryConsole = new ScrollingConsole(width, height)
            {
                Position = new Point(1, 1)
            };
            inventoryConsole.ViewPort          = new Rectangle(0, 0, width - 1, height - _windowBorderThickness);
            inventoryConsole.DefaultBackground = Color.Black;

            UseMouse    = true;
            UseKeyboard = true;

            Children.Add(inventoryConsole);
        }
예제 #6
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        public (ScrollingConsole, Window) CreateMapWindow(Size windowSize, string title, ICompoundMap fullMap)
        {
            int viewWidth  = windowSize.Width - 2;
            int viewHeight = windowSize.Height - 2;

            Window mapWindow = new Window(windowSize.Width, windowSize.Height, MapFont)
            {
                CanDrag = true,
                Title   = title.Align(HorizontalAlignment.Center, viewWidth),
            };

            log.DebugFormat("Created map window, [{0}].", mapWindow.AbsoluteArea);

            var mapConsole = new ScrollingConsole(
                fullMap.Width, fullMap.Height, MapFont,
                new MG.Rectangle(0, 0, viewWidth, viewHeight));

            // Fit the MapConsole inside the MapWindow border
            mapConsole.Position = new Coord(1, 1);

            mapWindow.Children.Add(mapConsole);

            log.DebugFormat("Created map console, map size [{0},{1}], viewport size [{2}].", fullMap.Width, fullMap.Height, mapWindow.ViewPort);
            return(mapConsole, mapWindow);
        }
예제 #7
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        public DungeonScreen(SadConsole.Tiles.TileMap map)
        {
            // Setup map
            Map        = map;
            MapConsole = new ScrollingConsole(map.Width, map.Height, SadConsole.Global.FontDefault,
                                              new Rectangle(0, 0, ScreenRegionMap.Width, ScreenRegionMap.Height), null);
            Map.ConfigureAsRenderer(MapConsole);

            MapConsole.Position = ScreenRegionMap.Location;
            //MapConsole.ViewPort = new Rectangle(0, 0, ScreenRegionMap.Width, ScreenRegionMap.Height);

            // Setup actions
            ActionProcessor = new SadConsole.Actions.ActionStack();
            ActionProcessor.Push(new SadConsole.Actions.ActionDelegate(ActionKeyboardProcessor));

            _frameManager = new GameFrameManager(map);
            _frameManager.LogicFrameCompleted += (s, e) => RedrawMap = true;

            // Setup messages
            Messages = new MessageConsole(ScreenRegionMessages.Width, ScreenRegionMessages.Height)
            {
                Position = ScreenRegionMessages.Location
            };
            Children.Add(Messages);
            Children.Add(MapConsole);
        }
예제 #8
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        public MessageLogWindow(int width, int height, string title) : base(width, height)
        {
            _lines = new Queue <string>();

            height -= _windowBorder;
            width  -= _windowBorder;

            Title = title.Align(HorizontalAlignment.Center, Width);

            _console = new ScrollingConsole(width, _maxLines)
            {
                Position = new Point(1, 1),
                ViewPort = new Rectangle(0, 0, width - 1, height)
            };

            _scrollBar = new ScrollBar(Orientation.Vertical, height)
            {
                Position  = new Point(width + 1, _console.Position.Y),
                IsEnabled = false
            };
            _scrollBar.ValueChanged += MessageScrollBar_ValueChanged;
            Add(_scrollBar); //Different Add() than the local void (see definition)

            Children.Add(_console);
        }
예제 #9
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            public void SetTargetSurface(Console surface)
            {
                SurfaceReference = null;
                SurfaceView      = null;

                SurfaceReference = surface;
                SurfaceView      = new ScrollingConsole(surface.Width, surface.Height, surface.Font, new Rectangle(0, 0, Width - 2 > surface.Width ? surface.Width : Width - 2,
                                                                                                                   Height - 2 > surface.Height ? surface.Height : Height - 2), surface.Cells);
                SurfaceView.DefaultBackground = surface.DefaultBackground;

                if (SurfaceView.ViewPort.Width != SurfaceView.Width)
                {
                    HorizontalBar.IsEnabled = true;
                    HorizontalBar.Maximum   = SurfaceView.Width - SurfaceView.ViewPort.Width;
                }
                else
                {
                    HorizontalBar.IsEnabled = false;
                }

                if (SurfaceView.ViewPort.Height != SurfaceView.Height)
                {
                    VerticalBar.IsEnabled = true;
                    VerticalBar.Maximum   = SurfaceView.Height - SurfaceView.ViewPort.Height;
                }
                else
                {
                    VerticalBar.IsEnabled = false;
                }

                VerticalBar.Value   = 0;
                HorizontalBar.Value = 0;

                IsDirty = true;
            }
예제 #10
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 protected virtual void InitDisplay()
 {
     Display           = new ScrollingConsole(Game.Settings.GameWidth, Game.Settings.GameHeight);
     Display.IsVisible = true;
     Display.IsFocused = false;
     Children.Add(Display);
 }
        // Loads a Map into the MapConsole
        private void LoadMap(Map map)
        {
            // First load the map's tiles into the console
            MapConsole = new SadConsole.ScrollingConsole(GameLoop.World.CurrentMap.Width, GameLoop.World.CurrentMap.Height, Global.FontDefault,
                                                         new Rectangle(0, 0, GameLoop.GameWidth, GameLoop.GameHeight), map.Tiles);

            // Now Sync all of the map's entities
            SyncMapEntities(map);
        }
예제 #12
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 public GameScreen(int mapWidth,
                   int mapHeight,
                   int screenWidth,
                   int screenHeight)
 {
     MapView     = new ScrollingConsole(mapWidth, mapHeight, Global.FontDefault, new Rectangle(0, 0, screenWidth, screenHeight - 6));
     InfoView    = new ScrollingConsole(500, 100, new Rectangle(0, 0, screenWidth / 2, 5));
     MessageView = new ScrollingConsole(500, 100, new Rectangle(0, 0, screenWidth / 2, 5));
 }
예제 #13
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        private void LoadMap(Map map)
        {
            // First load the map's tiles into the console
            MapConsole = new SadConsole.ScrollingConsole(GameLoop.World.CurrentMap.Width, GameLoop.World.CurrentMap.Width, Global.FontDefault, new Microsoft.Xna.Framework.Rectangle(0, 0, GameLoop.GameWidth, GameLoop.GameHeight), GameLoop.World.CurrentMap.Tiles);

            MapConsole.DefaultBackground = Color.Black;

            // Now Sync all of the map's entities
            SyncMapEntities(map);
        }
예제 #14
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        public MessageWindow(int width, int height, string title) : base(width, height)
        {
            _lines = new Queue <string>();
            Title  = title.Align(HorizontalAlignment.Center, Width);

            _messageConsole = new ScrollingConsole(width, _maxLines);

            _messageConsole.Position = new Point(0, 0);
            _messageConsole.ViewPort = new Rectangle(0, 0, width, height);

            Children.Add(_messageConsole);

            Show();
        }
예제 #15
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파일: HUD.cs 프로젝트: emcd123/RLFrame
        public static void InitHUD(TileBase[] tiles)
        {
            SadConsole.Themes.Library.Default.Colors.ControlHostBack = Color.Black;
            SadConsole.Themes.Library.Default.Colors.ControlHostFore = Color.Black;
            var console = new SadConsole.Console(WindowWidth, WindowHeight);

            SadConsole.Global.CurrentScreen = console;

            SkillsConsole = new CustomConsole(Microsoft.Xna.Framework.Color.Blue, SkillsWidth, SkillsHeight)
            {
                Position = new Point(0, 0)
            };
            MapConsole = new CustomConsole(Microsoft.Xna.Framework.Color.Black, MapWidth, MapHeight)
            {
                Position = new Point(0, 5)
            };
            MapScrollConsole = new ScrollingConsole(MapWidth, MapHeight, Global.FontDefault);
            SidebarInventory = new CustomConsole(Microsoft.Xna.Framework.Color.Green, InventoryWidth, InventoryHeight)
            {
                Position = new Point(60, 0)
            };
            SidebarPlayerProfile = new CustomConsole(Microsoft.Xna.Framework.Color.Red, ProfileWidth, ProfileHeight)
            {
                Position = new Point(60, 10)
            };
            MessageConsole = new CustomConsole(Microsoft.Xna.Framework.Color.Black, MessageWidth, MessageHeight)
            {
                Position = new Point(0, 25)
            };
            MessageLog = new MessageLogWindow(MessageWidth, MessageHeight, "Message Log");

            console.Children.Add(SkillsConsole);
            console.Children.Add(MapConsole);
            console.Children.Add(SidebarInventory);
            console.Children.Add(SidebarPlayerProfile);
            console.Children.Add(MessageConsole);

            MapConsole.Children.Add(MapScrollConsole);

            MessageConsole.Children.Add(MessageLog);
            MessageConsole.Fill(Color.Black, Color.Black, 176);
            MessageLog.Fill(Color.Black, Color.Black, 176);
            MessageLog.Show();
            MessageLog.Position = new Point(0, 0);

            MessageLog.Add("Welcome to the dungeon.");
        }
예제 #16
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        public MapScreen(int width, int height, int viewportWidth, int viewportHeight)
        {
            Map = GenerateDungeon(width, height);

            // Create a rendering console, and add it to this container console as a child
            MapRenderer = Map.CreateRenderer(new Rectangle(0, 0, viewportWidth, viewportHeight), Global.FontDefault);
            Children.Add(MapRenderer);

            // Apply focus to the controlled entity, so keyboard input is received
            Map.ControlledEntity.IsFocused = true;

            // Apply required events to the controlled entity
            Map.ControlledEntity.Moved  += ControlledEntity_Moved;
            Map.ControlledEntityChanged += Map_ControlledEntityChanged;

            // Center viewport and calculate field of view
            ControlledEntity_Moved(null, null);
        }
예제 #17
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        //Generate a map and display it.  Could just as easily pass it into
        public MapScreen(int mapWidth, int mapHeight, int viewportWidth, int viewportHeight)
        {
            Map = GenerateDungeon(mapWidth, mapHeight);

            // Get a console that's set up to render the map, and add it as a child of this container so it renders
            MapRenderer = Map.CreateRenderer(new XnaRect(0, 0, viewportWidth, viewportHeight), SadConsole.Global.FontDefault);
            Children.Add(MapRenderer);
            Map.ControlledGameObject.IsFocused = true; // Set player to receive input, since in this example the player handles movement

            // Set up to recalculate FOV and set camera position appropriately when the player moves.  Also make sure we hook the new
            // Player if that object is reassigned.
            Map.ControlledGameObject.Moved  += Player_Moved;
            Map.ControlledGameObjectChanged += ControlledGameObjectChanged;

            // Calculate initial FOV and center camera
            Map.CalculateFOV(Map.ControlledGameObject.Position, Map.ControlledGameObject.FOVRadius, Radius.SQUARE);
            MapRenderer.CenterViewPortOnPoint(Map.ControlledGameObject.Position);
        }
예제 #18
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        public void UpdateViewOfCoords(ScrollingConsole console, IEnumerable <Coord> coords)
        {
            //  Show the BG color of the terrain, then whatever comes first:
            //  The FG of any visible being at the location, or
            //  the FG of the topmost item at the loc'n, or
            //  the FG of the terrain type.
            //  Then (later, 0.5?) modified by lighting, et c.
            foreach (var position in coords.Where(c => console.ViewPort.Contains(c)))
            {
                var targetCell = new Cell();
                var rawCell    = SpaceMap.GetItem(position).Terrain.Cell;
                targetCell.Background = rawCell.Background;

                var beings = BeingMap.GetItems(position).ToList();
                var items  = ItemMap.GetItems(position).ToList();
                if (beings.Any())
                {
                    var being = beings.Last();
                    targetCell.Foreground = being.Foreground;
                    targetCell.Glyph      = being.Glyph;
                }
                else if (items.Any())
                {
                    var item = items.Last();
                    targetCell.Foreground = item.Foreground;
                    targetCell.Glyph      = item.Glyph;
                }
                else
                {
                    targetCell.Foreground = rawCell.Foreground;
                    targetCell.Glyph      = rawCell.Glyph;
                }

                console.SetCellAppearance(position.X, position.Y, targetCell);

                var  rot  = RotMap.GetItem(position);
                Fade fade = null;
                if (rot?.Health > 0)
                {
                    fade = GetFadeForRotExtent(rot.Health, rawCell.Background);
                }
                EffectsManager.SetEffect(console.Cells[position.Y * Width + position.X], fade);
            }
        }
예제 #19
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        public NotePadComponent(BasicEntity parent, Coord position) : base(true, true, false, true)
        {
            Parent = parent;
            Name   = "Notepad";
            InitWindow();
            InitBackground();
            InitNavigationButtons();
            InitMaximizeButton();

            Surface = new ScrollingConsole(Width - 2, Height - 2)
            {
                UseKeyboard       = false,
                IsVisible         = true,
                Position          = new Coord(1, 1),
                DefaultBackground = Color.Transparent,
                DefaultForeground = Color.Blue
            };
            Window.Children.Add(Surface);
            InitTextSurface();
            Window.Position = position;
        }
예제 #20
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        public MapWindow(int width, int height, string title) : base(width, height)
        {
            _console = new ScrollingConsole(Program.World.CurrentMap.Width, Program.World.CurrentMap.Height,
                                            Global.FontDefault, new Rectangle(0, 0, Program.GAME_WIDTH, Program.GAME_HEIGHT), Program.World.CurrentMap.Tiles);

            int _consoleWidth  = width;
            int _consoleHeight = height - 1;

            CanDrag = false;
            Title   = title.Align(HorizontalAlignment.Center, _consoleWidth);

            _console.ViewPort = new Rectangle(0, 0, _consoleWidth, _consoleHeight);
            _console.Position = new Point(0, 1);

            Children.Add(_console);
            _console.Children.Add(Program.World.Player);

            CenterOnActor(Program.World.Player);

            Show();
        }
예제 #21
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        /// <summary>
        /// Create's a rendering console for this grid to be rendered on.
        /// </summary>
        /// <param name="viewport"></param>
        /// <param name="font"></param>
        /// <returns></returns>
        public ScrollingConsole CreateRenderer(Rectangle viewport, Font font)
        {
            if (_cells.Any(a => a == null))
            {
                throw new Exception("Please initialize the grid first.");
            }

            var renderer = new ScrollingConsole(Width, Height, font, viewport, _cells);

            _renderConsole = renderer;

            renderer.SetSurface(_cells, Width, Height);
            renderer.IsDirty = true;

            foreach (var entity in _entities)
            {
                renderer.Children.Add(entity);
            }

            return(renderer);
        }
예제 #22
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        public void UpdateFOV(ScrollingConsole console, Coord position)
        {
            FOV.Calculate(position);

            SpaceMap.SeeCoords(FOV.NewlySeen);

            //  Cells outside of FOV are gray on black,
            // with only the glyph of the terrain showing.
            var unseenCell = new Cell(Color.DarkGray, Color.Black, ' ');

            foreach (var location in FOV.NewlyUnseen.Where(c => console.ViewPort.Contains(c)))
            {
                //  Wiping the effect restores the original cell colors,
                // so it must happen before setting OOV appearance
                EffectsManager.SetEffect(console.Cells[location.Y * Width + location.X], null);
                unseenCell.Glyph = SpaceMap.GetItem(location).Terrain.Cell.Glyph;
                console.SetCellAppearance(location.X, location.Y, unseenCell);
            }

            UpdateViewOfCoords(console, FOV.NewlySeen);
        }
        private void InitTextSurface()
        {
            _textSurface = new ScrollingConsole(Width - 2, Height - 2)
            {
                UsePrintProcessor = true,
                Position          = new Coord(1, 1),
                DefaultBackground = Color.Transparent,
                DefaultForeground = Color.Blue,
            };

            _textSurface.Cursor.UseStringParser = true;
            _textSurface.Cursor.Position        = new Coord(0, 0);
            foreach (string detail in GetDetails())
            {
                ColoredString text = new ColoredString(detail, Color.Blue, Color.Transparent);
                _textSurface.Cursor.Print(text);
                _textSurface.Cursor.NewLine();
            }

            Window.Children.Add(_textSurface);
        }
예제 #24
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        private static void Init()
        {
            // Build the room's walls then carve out some floors
            CreateWalls();
            CreateFloors();

            Console startingConsole = new ScrollingConsole(Width, Height, Global.FontDefault, new Rectangle(0, 0, Width, Height), _tiles);

            // Set our new console as the thing to render and process
            SadConsole.Global.CurrentScreen = startingConsole;


            //startingConsole.Fill(new Rectangle(3, 3, 27, 5), null, Color.Black, 0, SpriteEffects.None);
            startingConsole.Print(6, 5, "Hello from SadConsole", ColorAnsi.CyanBright);

            // create an instance of player
            CreatePlayer();

            // add the player Entity to our only console
            // so it will display on screen
            startingConsole.Children.Add(player);
        }
예제 #25
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        public void CreateWindows()
        {
            int height_1_4 = GameLoop.GameHeight * 1 / 4;
            int height_3_4 = GameLoop.GameHeight * 3 / 4;
            int width14    = GameLoop.GameWidth * 1 / 4;
            int width34    = GameLoop.GameWidth * 3 / 4;

            MapConsole = new ScrollingConsole(GameLoop.GameWidth, GameLoop.GameHeight);
            LoadMap(GameLoop.World.CurrentMap);
            CreateMapWindow(width34, height_3_4, "Map");

            SideWindow = new SideWindow(width14, height_3_4, "Inventory / Anatomy")
            {
                Position = new Point(width34, 0),
                CanDrag  = false,
                UseMouse = true,
            };
            Children.Add(SideWindow);
            SideWindow.Show();

            MessageLog = new MessageLogWindow(width34, height_1_4, "Log")
            {
                Position = new Point(0, height_3_4),
                CanDrag  = false,
                UseMouse = true,
            };
            Children.Add(MessageLog);
            MessageLog.Show();

            StatusWindow = new StatusWindow(width14, height_1_4)
            {
                Position = new Point(width34, height_3_4),
                CanDrag  = false,
                UseMouse = true,
            };
            Children.Add(StatusWindow);
            StatusWindow.Show();
        }
예제 #26
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        /// <summary> Set all cells to blank if unknown, or 'unseen' color of terrain if known. </summary>
        public void SetInitialConsoleCells(ScrollingConsole console, ISpaceMap spaceMap)
        {
            var unknownCell = new Cell(Color.Black, Color.Black, ' ');
            var knownCell   = new Cell(Color.DarkGray, Color.Black, 'i');

            for (int y = 0; y < spaceMap.Height; y++)
            {
                for (int x = 0; x < spaceMap.Width; x++)
                {
                    var space = spaceMap.GetItem((x, y));
                    if (space.IsKnown)
                    {
                        knownCell.Glyph = space.Terrain.Cell.Glyph;
                        console.SetCellAppearance(x, y, knownCell);
                    }
                    else
                    {
                        console.SetCellAppearance(x, y, unknownCell);
                    }
                }
            }

            EffectsManager = new EffectsManager(console);
        }
예제 #27
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 // Creates all child consoles to be managed.
 public void CreateConsoles()
 {
     // Temporarily create a console with *no* tile data that will later be replaced with map data
     MapConsole = new ScrollingConsole(GameLoop.GameWidth, GameLoop.GameHeight);
 }
예제 #28
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파일: UIstuff.cs 프로젝트: bgudna/urukx
 public void CreateMeSomeConsoles()
 {
     //MapConsole = new SadConsole.ScrollingConsole(MainLoop.World.CurrentMap.Width, MainLoop.World.CurrentMap.Height, Global.FontDefault, new Rectangle(0, 0, MainLoop.width, MainLoop.height), MainLoop.World.CurrentMap.Tiles);
     MapConsole = new SadConsole.ScrollingConsole(MainLoop.width, MainLoop.height);
 }
예제 #29
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파일: UIstuff.cs 프로젝트: bgudna/urukx
        private void LoadMap(Map map)
        {
            MapConsole = new SadConsole.ScrollingConsole(MainLoop.World.CurrentMap.Width, MainLoop.World.CurrentMap.Height, Global.FontDefault, new Rectangle(0, 0, MainLoop.width, MainLoop.height), map.Tiles);

            SyncMapEntities(map);
        }
예제 #30
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 public void CreateConsoles()
 {
     MapConsole = new ScrollingConsole(GameLoop.GameWidth, GameLoop.GameHeight);
 }