public static void LoadGameWorld(string GameWorldName) { gameWorldName = GameWorldName; string fileText = File.ReadAllText("C:/AscensionGameFiles/Worlds/" + gameWorldName + ".txt"); int fileLength = (fileText.Length <= tileArray.GetLength(0) * tileArray.GetLength(1)) ? fileText.Length : tileArray.GetLength(0) * tileArray.GetLength(1); for (int n = 0; n < fileLength; n++) { int i = n / tileArray.GetLength(1); int j = n % tileArray.GetLength(1); if (fileText[n] == 'E') { tileArray[i, j] = new earthTile(new Vector2(i * tile.tileSize, j * tile.tileSize)); } else if (fileText[n] == 'A') { tileArray[i, j] = new airTile(new Vector2(i * tile.tileSize, j * tile.tileSize)); } else if (fileText[n] == 'G') { tileArray[i, j] = new goldTile(new Vector2(i * tile.tileSize, j * tile.tileSize)); } else if (fileText[n] == 'W') { tileArray[i, j] = new waterTile(new Vector2(i * tile.tileSize, j * tile.tileSize)); } } }
public static void generateMountains() { for (int i = 0; i < tileArray.GetLength(0); i++) { int heightAboveSea = Game1.randomGenerator.Next(maxMountainHeight); for (int j = seaLevelWorldHeight / tile.tileSize - heightAboveSea; j < seaLevelWorldHeight / tile.tileSize; j++) { tileArray[i, j] = new earthTile(new Vector2(i * tile.tileSize, j * tile.tileSize)); } } }
public static void InitializeTileArray() { for (int i = 0; i < tileArray.GetLength(0); i++) { for (int j = 0; j < tileArray.GetLength(1); j++) { if (j * 6 >= seaLevelWorldHeight) { tileArray[i, j] = new earthTile(new Vector2(i * tile.tileSize, j * tile.tileSize)); } else { tileArray[i, j] = new airTile(new Vector2(i * tile.tileSize, j * tile.tileSize)); } } } generateTerrain(); }