// main window public Form1() { Location levelformaat = new Location(10, 10); Location startpunt = new Location(1, 1); Location eindpunt = new Location(10, 10); int tilesize = 32; map = new Level(levelformaat,startpunt,eindpunt,tilesize); speler = new Player(map.Start,tilesize); InitializeComponent(); }
public bool Compareto(Location second) { if(this.X==second.X && this.Y == second.Y) { return true; } else { return false; } }
private Tile[][] tiles; //Array of all the tiles in the game #endregion Fields #region Constructors public Level(Location gridsize, Location s, Location e,int size=32) { //Setup of the gridsize gridSize = new Location(gridsize.X + 2, gridsize.Y + 2); //gridsize wordt vergroot met twee voor muren //horizontal rows are initialized tiles = new Tile[gridSize.X][]; for (int y = 0; y < gridSize.X; y++) { //vertical cells are initialized tiles[y] = new Tile[gridSize.Y]; } //initiate start and end point start = s; eind = e; //setting up the floorplan for (int xloc = 0; xloc < gridSize.X; xloc++) { for (int yloc = 0; yloc < gridSize.Y; yloc++) { tiles[xloc][yloc] = new Tile(new Location(xloc, yloc),size); //assign all tiles and turn them into floors if (yloc == 0 || yloc == gridSize.Y - 1 || xloc == 0 || xloc == gridSize.X - 1) { tiles[xloc][yloc].Type = new Tiletype(1); //assign the outer walls } //Place start location if (tiles[xloc][yloc].Pos.Compareto(start)) { tiles[xloc][yloc].Type.Type = 2; } //Place end location if (tiles[xloc][yloc].Pos.Compareto(eind)) { tiles[xloc][yloc].Type.Type = 3; } } } }
public Player(Location init,int s =32) { pos = init; size = s; }
private Tiletype tiletype; //opslaan van het type tegel #endregion Fields #region Constructors public Tile(Location init,int size=32,int tile = 0) { pos = init; //pos waarde geven tiletype = new Tiletype(tile); //type aangeven, standaard is vloer tilesize = size; // default = 32 pixels }