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; }