public GUITile(int x, int y, Tile tile, bool omit) : base(new Vector2((float) ((x+0.5+(y % 2 == 0 ? 0.5 : 0))*TileWidth()), (float) ((0.66+y)*TileShift())), GetTexture(tile.Terrain)) { Tile = tile; Omitted = omit; NumAreaAndTextPos(); valueColour = (Tile.Value == 6 || Tile.Value == 8 ? Color.Red : Color.Black); }
private Board(Tile[][] terrain, Dictionary<Edge, int> roads, Dictionary<Intersection, Piece> settlements, int robber, Harbor[] harbors, Intersection[] inter, Edge[] edges) : this() { this.allEdges = edges; this.allIntersections = inter; this.terrain = terrain; this.roads = roads; this.settlements = settlements; this.robberLocation = robber; this.harbors = harbors; }
private Board() { // initialize fields roads = new Dictionary<Edge, int>(22); settlements = new Dictionary<Intersection, Piece>(22); harbors = new Harbor[9]; // create board terrain = new Tile[7][]; bool longrow = false; for (int i = 0; i < 7; i++) { terrain[i] = new Tile[longrow ? 7 : 6]; longrow = !longrow; } // place water foreach (int water in WaterTiles) { Tuple<int, int> coords = GetTerrainCoords(water); terrain[coords.Item1][coords.Item2] = new Tile(Terrain.Water, 0); } }
private static bool IsTileNumbered(Tile tile) { switch (tile.Terrain) { case Terrain.Pasture: case Terrain.Mountains: case Terrain.Hills: case Terrain.Fields: case Terrain.Forest: return true; default: return false; } // }