//========= CONSTRUCTORS ========= #region Constructors /**<summary>Loads the terrain resources.</summary>*/ static Terrain() { GraphicsData graphicsData = GraphicsData.FromBuffer(Resources.Terrain); LandTiles = new PaletteImage[5]; graphicsData.paletteImages.CopyTo(LandTiles); }
//========= CONSTRUCTORS ========= #region Constructors /**<summary>Loads the water resources.</summary>*/ static Water() { GraphicsData graphicsData = GraphicsData.FromBuffer(Resources.Water); WaterSprites = new PaletteImage[5]; graphicsData.CopyTo(WaterSprites); }
//========= CONSTRUCTORS ========= #region Constructors /**<summary>Loads the color remapping resources.</summary>*/ static ColorRemapping() { GraphicsData graphicsData = GraphicsData.FromBuffer(Resources.RemapStrips); for (int i = 0; i < 32; i++) { RemapPalette remaps = new RemapPalette(12); for (int j = 0; j < 12; j++) { remaps.remapIndexes[j] = graphicsData.paletteImages[4915 + i - 4915].Pixels[243 + j, 0]; } RemapPalettes[i] = remaps; } for (int i = 0; i < 32; i++) { RemapPalette remaps = new RemapPalette(256); for (int j = 0; j < 256; j++) { remaps.remapIndexes[j] = graphicsData.paletteImages[5016 + i - 4915].Pixels[j, 0]; } GlassPalettes[i] = remaps; } for (int i = 0; i < 5; i++) { RemapPalette remaps = new RemapPalette(256); for (int j = 0; j < 256; j++) { remaps.remapIndexes[j] = graphicsData.paletteImages[4947 - 4915].Pixels[j, i]; } WaterPalettes[i] = remaps; } for (int i = 0; i < 4; i++) { RemapPalette remaps = new RemapPalette(256); for (int j = 0; j < 256; j++) { remaps.remapIndexes[j] = graphicsData.paletteImages[4951 + i - 4915].Pixels[j, 0]; } DarknessPalettes[i] = remaps; } }