示例#1
0
        private static void Init()
        {
            // Generate map
            CurrentMap = TestGameMap.CreateDungeonMap(100, 100);

            // Entity to test layering
            var testItem = new Entity(Color.White, Color.Transparent, 'i', (2, 2), 1, true, true);

            CurrentMap.AddEntity(testItem);

            Player = new Player(CurrentMap.WalkabilityView.RandomPosition(true));
            CurrentMap.AddEntity(Player);

            MapConsole = new ScrollingConsole(width: CurrentMap.Width, height: CurrentMap.Height,
                                              font: SadConsole.Global.FontDefault,
                                              viewPort: new XnaRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT),
                                              initialCells: CurrentMap.RenderingCellData);
            MapConsole.CenterViewPortOnPoint(Player.Position);

            CurrentMap.ConfigureAsRenderer(MapConsole);

            // Set our new console as the main object SadConsole processes, and set up keyboard input
            SadConsole.Global.CurrentScreen = MapConsole;
            SadConsole.Global.FocusedConsoles.Push(Player);
        }
示例#2
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        //Generate a map and display it.  Could just as easily pass it into
        public MapScreen(int mapWidth, int mapHeight, int viewportWidth, int viewportHeight)
        {
            Map = GenerateDungeon(mapWidth, mapHeight);

            // Get a console that's set up to render the map, and add it as a child of this container so it renders
            MapRenderer = Map.CreateRenderer(new XnaRect(0, 0, viewportWidth, viewportHeight), SadConsole.Global.FontDefault);
            Children.Add(MapRenderer);
            Map.ControlledGameObject.IsFocused = true; // Set player to receive input, since in this example the player handles movement

            // Set up to recalculate FOV and set camera position appropriately when the player moves.  Also make sure we hook the new
            // Player if that object is reassigned.
            Map.ControlledGameObject.Moved  += Player_Moved;
            Map.ControlledGameObjectChanged += ControlledGameObjectChanged;

            // Calculate initial FOV and center camera
            Map.CalculateFOV(Map.ControlledGameObject.Position, Map.ControlledGameObject.FOVRadius, Radius.SQUARE);
            MapRenderer.CenterViewPortOnPoint(Map.ControlledGameObject.Position);
        }
示例#3
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        // MAP

        public void CreateMapWindow(int width, int height, string title)
        {
            MapWindow = new Window(width, height)
            {
                CanDrag = false,
                Title   = title.Align(HorizontalAlignment.Center, width)
            };

            MapConsole.ViewPort = new Rectangle(0, 0, width - 2, height - 2);
            MapConsole.Position = new Point(1, 1);

            Button inventoryButton = new Button(15, 3)
            {
                Position = new Point(0, MapWindow.Height - 3),
                Text     = "Inventory"
            };

            MapWindow.Add(inventoryButton);

            Button anatomyButton = new Button(15, 3)
            {
                Position = new Point(15, MapWindow.Height - 3),
                Text     = "Anatomy"
            };

            MapWindow.Add(anatomyButton);

            MapWindow.Children.Add(MapConsole);
            Children.Add(MapWindow);
            MapWindow.Show();

            MapConsole.MouseMove          += Console_MouseMove;
            MapConsole.MouseButtonClicked += Console_MouseClicked;

            MapConsole.CenterViewPortOnPoint(GameLoop.World.Player.Position);
        }
示例#4
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文件: UIstuff.cs 项目: bgudna/urukx
 public void KeepCameraOnHero(Hero hero)
 {
     MapConsole.CenterViewPortOnPoint(hero.Position);
 }
示例#5
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 // This centres the viewport camera on an actor.
 public void CenterOnActor(Actor actor)
 {
     MapConsole.CenterViewPortOnPoint(actor.Position);
 }
 private void CenterOnObject(Mobile m)
 {
     mapCons.CenterViewPortOnPoint(m.Position);
 }
示例#7
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 public void CenterOnActor(Entities.Actor actor)
 {
     // Centers the viewport/screen on the actor
     MapConsole.CenterViewPortOnPoint(actor.Position);
 }