public static void Init() { miscResults = new List <Logic.Results.IResult>(); resultContainers = new Queue <Results.IResultContainer>(); outContainer = new Results.ResultContainer(); Map = new DisplayMap(); Players = new PlayerSprite[Gameplay.Processor.MAX_TEAM_SLOTS]; for (int i = 0; i < Gameplay.Processor.MAX_TEAM_SLOTS; i++) { Players[i] = new PlayerSprite(); } Npcs = new NpcSprite[BasicMap.MAX_NPC_SLOTS]; for (int i = 0; i < BasicMap.MAX_NPC_SLOTS; i++) { Npcs[i] = new NpcSprite(); } Items = new ItemAnim[BasicMap.MAX_ITEM_SLOTS]; for (int i = 0; i < BasicMap.MAX_ITEM_SLOTS; i++) { Items[i] = new ItemAnim(); } Effects = new Dictionary <EffectPriority, List <ISprite> >(); for (int n = (int)EffectPriority.Ground; n <= (int)EffectPriority.Overlay; n++) { Effects.Add((EffectPriority)n, new List <ISprite>()); } Emitters = new List <IEmitter>(); CurrentCharMoves = new int[Gameplay.Processor.MAX_MOVE_SLOTS]; for (int i = 0; i < Gameplay.Processor.MAX_MOVE_SLOTS; i++) { CurrentCharMoves[i] = -1; } Rand = new Random(); ShowDebug = true; //ShowGrid = true; ShowCoords = true; ShowSprites = true; Zoom = GameZoom.x1; //DebugSpeed = GameSpeed.Pause; }
public static void Init() { miscResults = new List<Logic.Results.IResult>(); resultContainers = new Queue<Results.IResultContainer>(); outContainer = new Results.ResultContainer(); Map = new DisplayMap(); Players = new PlayerSprite[Gameplay.Processor.MAX_TEAM_SLOTS]; for (int i = 0; i < Gameplay.Processor.MAX_TEAM_SLOTS; i++) { Players[i] = new PlayerSprite(); } Npcs = new NpcSprite[BasicMap.MAX_NPC_SLOTS]; for (int i = 0; i < BasicMap.MAX_NPC_SLOTS; i++) { Npcs[i] = new NpcSprite(); } Items = new ItemAnim[BasicMap.MAX_ITEM_SLOTS]; for (int i = 0; i < BasicMap.MAX_ITEM_SLOTS; i++) { Items[i] = new ItemAnim(); } Effects = new Dictionary<EffectPriority, List<ISprite>>(); for (int n = (int)EffectPriority.Ground; n <= (int)EffectPriority.Overlay; n++) { Effects.Add((EffectPriority)n, new List<ISprite>()); } Emitters = new List<IEmitter>(); CurrentCharMoves = new int[Gameplay.Processor.MAX_MOVE_SLOTS]; for (int i = 0; i < Gameplay.Processor.MAX_MOVE_SLOTS; i++) { CurrentCharMoves[i] = -1; } Rand = new Random(); ShowDebug = true; //ShowGrid = true; ShowCoords = true; ShowSprites = true; Zoom = GameZoom.x1; //DebugSpeed = GameSpeed.Pause; }
public SetMap(ActiveMap map, int floor) { this.map = new DisplayMap(); this.map.MapArray = new Tile[map.Width, map.Height]; for (int y = 0; y < map.Height; y++) { for (int x = 0; x < map.Width; x++) { this.map.MapArray[x, y] = new Tile(map.MapArray[x, y]); } } this.map.GroundLayers = new List<TileAnim[,]>(); for (int i = 0; i < map.GroundLayers.Count; i++) { this.map.GroundLayers.Add(new TileAnim[map.Width, map.Height]); for (int y = 0; y < map.Height; y++) { for (int x = 0; x < map.Width; x++) { this.map.GroundLayers[i][x, y] = map.GroundLayers[i].Tiles[x, y]; } } } this.map.PropBackLayers = new List<TileAnim[,]>(); for (int i = 0; i < map.PropBackLayers.Count; i++) { this.map.PropBackLayers.Add(new TileAnim[map.Width, map.Height]); for (int y = 0; y < map.Height; y++) { for (int x = 0; x < map.Width; x++) { this.map.PropBackLayers[i][x, y] = map.PropBackLayers[i].Tiles[x, y]; } } } this.map.PropFrontLayers = new List<TileAnim[,]>(); for (int i = 0; i < map.PropFrontLayers.Count; i++) { this.map.PropFrontLayers.Add(new TileAnim[map.Width, map.Height]); for (int y = 0; y < map.Height; y++) { for (int x = 0; x < map.Width; x++) { this.map.PropFrontLayers[i][x, y] = map.PropFrontLayers[i].Tiles[x, y]; } } } this.map.FringeLayers = new List<TileAnim[,]>(); for (int i = 0; i < map.FringeLayers.Count; i++) { this.map.FringeLayers.Add(new TileAnim[map.Width, map.Height]); for (int y = 0; y < map.Height; y++) { for (int x = 0; x < map.Width; x++) { this.map.FringeLayers[i][x, y] = map.FringeLayers[i].Tiles[x, y]; } } } this.floor = floor; }