public P_MovementRangeLight(P_BattleMap battlemap, List <int> movementrange, IEntityActor actor) { _OldTime = (float)DateTime.Now.TimeOfDay.TotalMilliseconds; _Lag = 250; _Actor = actor; _Value = -1; _BattleMap = battlemap; _MovementRange = new List <int>(movementrange); _State = 1; _Rings = LightDist(battlemap, _MovementRange, actor); _Render = new PrototypeComponents.P_RenderComponent(); _Render.SizeX = _BattleMap.TheMap.Width * P_Const.TILE_WIDTH + 1; _Render.SizeY = _BattleMap.TheMap.Length / _BattleMap.TheMap.Width; _Render.OffsetBoss = _BattleMap; _Render.RenderLayer = RenderLayerEnum.Effects; _Render.LayerPriority = 51; _Render.BackgroundColor = ConsoleColor.Cyan; _Render.Visable = true; _Render.Graphic = new char[_Render.SizeX * _Render.SizeY]; for (int i = 0; i < _Render.Graphic.Length; i++) { _Render.Graphic[i] = P_Const.NULL_CHAR; } Active = true; }
public P_DisplayBox(IP_UpdateManager updater, P_Render renderer) { _Renderer = renderer; _Updater = updater; Render = new PrototypeComponents.P_RenderComponent(); _Render.SizeX = _Renderer.ScreenWidth; _Render.SizeY = _Renderer.ScreenHeight; this.AcceptUpdater(updater); this.AcceptP_Render(renderer); }
public P_DebugBattleBox(PrototypeBattleLogic.P_BattleMap battlemap) { this.Active = true; _BattleMap = battlemap; _Render = new PrototypeComponents.P_RenderComponent(); _Render.LayerPriority = 60; _Render.RenderLayer = RenderLayerEnum.Menu; _Render.BackgroundColor = ConsoleColor.White; _Render.ForegroundColor = ConsoleColor.Black; _Render.SizeX = 30; _Render.SizeY = 8; _Render.Graphic = new char[_Render.SizeX * _Render.SizeY]; foreach (char i in _Render.Graphic) { Render.Graphic[i] = ' '; } _Render.MyXCoords = P_Const.CONSOLE_WIDTH - _Render.SizeX; _Render.MyYCoords = P_Const.CONSOLE_HEIGHT - _Render.SizeY; _Render.Visable = true; }
public P_BattleMap(List <TilerIsADummy.IEntity> entitylist, P_TileArray tilearray, IP_UpdateManager updater, P_Render renderer) { TheMap = tilearray; MapEntity = entitylist; Updater = updater; Renderer = renderer; _Render = new PrototypeComponents.P_RenderComponent(); this.AcceptP_Render(Renderer); this.AcceptUpdater(Updater); Active = true; this.ActiveFaction = EntityFaction.Player; for (int i = 0; i < entitylist.Count; i++) { entitylist[i].MyMap = TheMap; entitylist[i].AcceptP_Render(renderer); entitylist[i].AcceptUpdater(updater); } foreach (EntityActor thing in entitylist) { thing.ActiveState = EntityCharacterState.Active; } for (int i = 0; i < tilearray.MyTiles.Length; i++) { tilearray.MyTiles[i].AcceptP_Render(renderer); tilearray.MyTiles[i].Render.OffsetBoss = this; } PlaceActorsOnMap(entitylist); GiveFactionActorsATurn(); MyState = new P_BMSPlayerSelectingTile(this); //tilearray.AcceptUpdater(updater); }