public BattleMap(string mapName, Battler[] battlers, int player) { this.mapName = mapName; this.battlers = battlers; this.player = player; }
public void Initialize() { Global.camera.X = 0; Global.camera.Y = 0; //the first two indices are obviously x and y, although the third is NOT z! //the third stores any number of tiles when z can be queryed. //Note that this is not inefficient for the GraphicsCard since //the TileMap takes the three-dimensional and skips the null cells //when copying the vertices. TileMapParser mapLoader = new TileMapParser(); TileMap demoMap = mapLoader.LoadMap("DemoMap"); demoMap.player = new OWPlayer("Images/Characters/nickOW", new int[3]{1,1,0}, Tile.Direction.SOUTH); demoMap.Initialize(); tileMaps.Add("DemoMap", demoMap); TileMap stairMap = mapLoader.LoadMap("StairMap"); tileMaps.Add("StairMap", stairMap); tileMap = demoMap; battleMaps = new Dictionary<string, BattleMap>(); Battler[] battlers = new Battler[1]; battlers[0] = new Battler("Images/Characters/nickBattle", new Vector3(0, 0, 0)); BattleMap testMap = new BattleMap("Ice_Path", battlers, 0); testMap.Initialize(); battleMaps.Add("Ice_Path", testMap); battleMap = testMap; dialog = new Dialog(); dialog.Initialize(); }
public void Update(GameTime gameTime, Battler[] battlers) { }
public void Update(GameTime gameTime, Battler[] battlers) { UpdateMotion(gameTime); UpdateVerts(gameTime); if (animation != null){ int frameNum = animation.sceneIndex; animation.Update(gameTime); UpdateUVCoords(); } }