示例#1
0
        public DeathmatchMap(DeathmatchContext GlobalBattleContext)
            : base()
        {
            this.GlobalBattleContext    = GlobalDeathmatchContext = GlobalBattleContext;
            GlobalDeathmatchContext.Map = this;

            GameRule             = new SinglePlayerGameRule(this);
            ListActionMenuChoice = new ActionPanelHolderDeathmatch(this);
            ActiveParser         = new DeathmatchFormulaParser(this);
            ActivePlayerIndex    = 0;
            ListPlayer           = new List <Player>();
            ListLocalPlayerInfo  = new List <Player>();
            RequireFocus         = false;
            RequireDrawFocus     = true;
            Pathfinder           = new MovementAlgorithmDeathmatch(this);
            ListDelayedAttack    = new List <DelayedAttack>();
            ListPERAttack        = new List <PERAttack>();
            ListTerrainType      = new List <string>();
            ListTerrainType.Add(UnitStats.TerrainAir);
            ListTerrainType.Add(UnitStats.TerrainLand);
            ListTerrainType.Add(UnitStats.TerrainSea);
            ListTerrainType.Add(UnitStats.TerrainSpace);
            ListTerrainType.Add(UnitStats.TerrainWall);
            ListTerrainType.Add(UnitStats.TerrainVoid);
        }
示例#2
0
        public DeathmatchMap(DeathmatchContext GlobalBattleContext)
            : base()
        {
            this.GlobalBattleContext    = GlobalDeathmatchContext = GlobalBattleContext;
            GlobalDeathmatchContext.Map = this;

            FormulaParser.ActiveParser = new DeathmatchFormulaParser(this);
            ActivePlayerIndex          = 0;
            ListPlayer        = new List <Player>();
            RequireDrawFocus  = true;
            Pathfinder        = new MovementAlgorithmDeathmatch(this);
            ListDelayedAttack = new List <DelayedAttack>();
            ListLayer         = new List <MapLayer>();
            ListTerrainType   = new List <string>();
            ListTerrainType.Add("Air");
            ListTerrainType.Add("Land");
            ListTerrainType.Add("Sea");
            ListTerrainType.Add("Space");
        }
        public SorcererStreetMap()
        {
            RequireDrawFocus = false;
            Pathfinder       = new MovementAlgorithmSorcererStreet(this);
            ListPlayer       = new List <Player>();
            GlobalSorcererStreetBattleContext = new SorcererStreetBattleContext();
            ListLayer = new List <MapLayer>();
            ListSingleplayerSpawns = new List <EventPoint>();
            ListMultiplayerSpawns  = new List <EventPoint>();
            ListMapSwitchPoint     = new List <MapSwitchPoint>();
            ListTilesetPreset      = new List <Terrain.TilesetPreset>();

            CursorPosition        = new Vector3(0, 0, 0);
            CursorPositionVisible = CursorPosition;
            ListTerrainType       = new List <string>();

            ListTerrainType.Add("Not Assigned");
            ListTerrainType.Add("Morph");
            ListTerrainType.Add("Multi-Element");
            ListTerrainType.Add(TerrainSorcererStreet.FireElement);
            ListTerrainType.Add(TerrainSorcererStreet.WaterElement);
            ListTerrainType.Add(TerrainSorcererStreet.EarthElement);
            ListTerrainType.Add(TerrainSorcererStreet.AirElement);
            ListTerrainType.Add(TerrainSorcererStreet.EastGate);
            ListTerrainType.Add(TerrainSorcererStreet.WestGate);
            ListTerrainType.Add(TerrainSorcererStreet.SouthGate);
            ListTerrainType.Add(TerrainSorcererStreet.NorthGate);
            ListTerrainType.Add("Warp");
            ListTerrainType.Add("Bridge");
            ListTerrainType.Add("Fortune Teller");
            ListTerrainType.Add("Spell Circle");
            ListTerrainType.Add("Path Switch");
            ListTerrainType.Add("Card Shop");
            ListTerrainType.Add("Magic Trap");
            ListTerrainType.Add("Siege Tower");
            ListTerrainType.Add("Gem Store");

            ListTileSet         = new List <Texture2D>();
            this.CameraPosition = Vector3.Zero;

            this.ListPlayer = new List <Player>();
        }