Exemplo n.º 1
0
        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;
 }
Exemplo n.º 4
0
        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);
        }