public void ResetWorld(int _seed) { seed = _seed; rng = new Random(seed); input = new nullEngine.Managers.InputManager(); player.active = false; for (var i = 1; i < enemy.Length; i++) { enemy[i].active = false; } ground = new Tile[worldSize, worldSize]; world = new Tile[worldSize, worldSize]; lastFrame = new Tile[screenX, screenY + 1]; for (var i = 0; i < worldSize; i++) { for (var j = 0; j < worldSize; j++) { ground[i, j] = new Tile(); } } world = ground; for (var i = 0; i < screenX; i++) { for (var j = 0; j < screenY + 1; j++) { lastFrame[i, j] = new Tile(); } } worldOffsetX = 0; worldOffsetY = 0; var type = GenerationType.Rooms; if (seed % 3 == 0) { type = GenerationType.Caves; } onLoad(true, type); }
public Game(int seed, int Pstr, int Pdex, int Pcon, int Pintel, int Pwis, int Pcha, string playerName, bool random) { if (g == null) { g = this; } else { throw new Exception("Too many Game objects"); } onUpdate = new List <Action>(); this.seed = seed; if (random) { rng = new Random(); this.seed = rng.Next(); } rng = new Random(this.seed); startingSeed = "SEED: " + this.seed.ToString(); input = new nullEngine.Managers.InputManager(); enemyCount = 15; floor = 1; worldSize = 80; screenX = 119; screenY = 28; gameX = 79; this.Pstr = Pstr; this.Pdex = Pdex; this.Pcon = Pcon; this.Pintel = Pintel; this.Pwis = Pwis; this.Pcha = Pcha; PName = playerName; ground = new Tile[worldSize, worldSize]; world = new Tile[worldSize, worldSize]; lastFrame = new Tile[screenX, screenY + 1]; for (var i = 0; i < worldSize; i++) { for (var j = 0; j < worldSize; j++) { ground[i, j] = new Tile(); } } world = ground; for (var i = 0; i < screenX; i++) { for (var j = 0; j < screenY + 1; j++) { lastFrame[i, j] = new Tile(); } } worldOffsetX = 0; worldOffsetY = 0; drawBorders(); }