public ItemSprite(BaseItem item, BaseSprite sprite) { this.item = item; this.sprite = sprite; }
public void CreateWorld() { Texture2D tileSetTextureGrass = Game.Content.Load<Texture2D>(@"TileSets/grassTileSet"); Tileset tileSetGrass = new Tileset(tileSetTextureGrass, 8, 8, 32, 32); Texture2D tileSetTextureTown = Game.Content.Load<Texture2D>(@"TileSets/townTileSet"); Tileset tileSetTown = new Tileset(tileSetTextureTown, 8, 8, 32, 32); List<Tileset> tileSets = new List<Tileset>(); tileSets.Add(tileSetGrass); tileSets.Add(tileSetTown); MapLayer layer = new MapLayer(100,100); for (int y = 0; y < layer.Height; y++) { for (int x = 0; x < layer.Width; x++) { Tile tile = new Tile(0,0); layer.SetTile(x,y,tile); } } MapLayer splatter = new MapLayer(100, 100); Random random = new Random(); for (int i = 0; i < 100; i++) { int x = random.Next(0,100); int y = random.Next(0, 100); int index = random.Next(2, 14); Tile tile = new Tile(index, 0); splatter.SetTile(x,y,tile); } splatter.SetTile(1,0,new Tile(0,1)); splatter.SetTile(2,0,new Tile(2,1)); splatter.SetTile(3,0,new Tile(0,1)); List<MapLayer> mapLayers = new List<MapLayer>(); mapLayers.Add(layer); mapLayers.Add(splatter); TileMap map = new TileMap(tileSets, mapLayers); Level level = new Level(map); ChestData chestData = new ChestData(); chestData.Name = "Chest"; chestData.MinGold = 10; chestData.MaxGold = 101; Chest chest = new Chest(chestData); BaseSprite chestSprite = new BaseSprite(containers, new Rectangle(0,0,32,32), new Point(10,10)); ItemSprite itemSprite = new ItemSprite(chest, chestSprite); level.Chests.Add(itemSprite); World world = new World(gameRef, gameRef.ScreenRectangle); world.Levels.Add(level); world.CurrentLevel = 0; GamePlayScreen.World = world; }