public MapGenerator(Point offset, int width, int height, ITexturePack texturePack)
        {
            this.Height = height;
            this.Width = width;
            this.Offset = offset;
            this.TexturePack = texturePack;

            this.Map = new Cell[width, height];

            #region Corners
            this.Map[0, 0] = new Cell(CellType.CornerBottomRight);
            this.Map[width - 1, 0] = new Cell(CellType.CornerBottomLeft);

            this.Map[0, height - 1] = new Cell(CellType.CornerTopRight);
            this.Map[width - 1, height - 1] = new Cell(CellType.CornerTopLeft);
            #endregion 

            #region Borders

            for (int i = 1; i < width - 1; i++)
            {
                this.Map[i, 0] = new Cell(CellType.WallHorizontal);
                this.Map[i, height - 1] = new Cell(CellType.WallHorizontal);
            }

            for (int i = 1; i < this.Height - 1; i++)
            {
                this.Map[0, i] = new Cell(CellType.WallVertical);
                this.Map[width - 1, i] = new Cell(CellType.WallVertical);
            }
            #endregion 
        }
示例#2
0
 public StrategyGameTileSet(ITexturePack <TTile> textures,
                            RenderType renderType)
 {
     Textures   = textures;
     RenderType = renderType;
     Terrains   = new Dictionary <string, TerrainGraphic>();
     BlendLayer = 2;
 }
示例#3
0
        private void GenerateEnvironment(IEnvironment env, ITexturePack textures)
        {
            IEnvironmentBuilder dungeonBuilder = GetComponent <EnvironmentBuilder> ();

            dungeonBuilder.Generate(env, textures);
        }
        private void GenerateEnvironment(IEnvironment env, ITexturePack textures)
        {
            IEnvironmentBuilder dungeonBuilder = GetComponent<EnvironmentBuilder> ();

            dungeonBuilder.Generate (env, textures);
        }