public TileList(Gmap gamemap, Unit ghost) { EntityList = new List<DepthSortedEntity>(); DepthSortedEntity tmp = null; /* Get the tiles (DIAMOND SHAPE !): */ for (int i = 0; i < gamemap.height; i++) { for (int j = 0; j < i+1; j++) { tmp = new DepthSortedEntity( j, i-j, gamemap.getHeight(j, i-j), gamemap.tileType(j, i-j), 0F ); EntityList.Add(tmp); } } for (int i = 1; i < gamemap.height+1; i++) { for (int j = 0; j < gamemap.width-i; j++) { tmp = new DepthSortedEntity(i + j, gamemap.width - j - 1, gamemap.getHeight(i + j, gamemap.width - j - 1), gamemap.tileType(i + j, gamemap.width - j - 1), 0F); EntityList.Add(tmp); } } /* Add the ghost (HIS INDEX IS 7 FROM NOW ON !!!!): */ tmp = new DepthSortedEntity(ghost.pos.PosXMatrix, ghost.pos.PosYMatrix, gamemap.getHeight(ghost.pos.PosXMatrix, ghost.pos.PosYMatrix), 7, 0F); EntityList.Add(tmp); this.SortList(); }
public TileList(Gmap gamemap, Unit ghost) { EntityList = new List <DepthSortedEntity>(); DepthSortedEntity tmp = null; /* Get the tiles (DIAMOND SHAPE !): */ for (int i = 0; i < gamemap.height; i++) { for (int j = 0; j < i + 1; j++) { tmp = new DepthSortedEntity(j, i - j, gamemap.getHeight(j, i - j), gamemap.tileType(j, i - j), 0F); EntityList.Add(tmp); } } for (int i = 1; i < gamemap.height + 1; i++) { for (int j = 0; j < gamemap.width - i; j++) { tmp = new DepthSortedEntity(i + j, gamemap.width - j - 1, gamemap.getHeight(i + j, gamemap.width - j - 1), gamemap.tileType(i + j, gamemap.width - j - 1), 0F); EntityList.Add(tmp); } } /* Add the ghost (HIS INDEX IS 7 FROM NOW ON !!!!): */ tmp = new DepthSortedEntity(ghost.pos.PosXMatrix, ghost.pos.PosYMatrix, gamemap.getHeight(ghost.pos.PosXMatrix, ghost.pos.PosYMatrix), 7, 0F); EntityList.Add(tmp); this.SortList(); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here _gamemap = new Gmap(@"Content\gamefile.txt", @"Content\heightmap.txt"); _cam = new Camera(); /* THIS IS FOR THE CUSTOM CURSOR: */ this.IsMouseVisible = true; Cursor myCursor = NativeMethods.LoadCustomCursor(@"Content\myCursor.cur"); Form winForm = (Form)Form.FromHandle(this.Window.Handle); winForm.Cursor = myCursor; /* CURSOR END. */ /* GET A FIRST KEYBOARD STATE: */ KBstate_old = Keyboard.GetState(); _cursor = new IsoPoint(); base.Initialize(); }
public Astar(Route route, Gmap gamemap) { this.route = route; this.gamemap = gamemap; }