示例#1
0
        public bool TilesAdjecent(RoomTile targetTile)
        {
            int dx = this.Position.X - targetTile.Position.X;
            int dy = this.Position.Y - targetTile.Position.Y;

            return((dx * dx) + (dy * dy) <= 2);
        }
示例#2
0
        public RoomTile GetTileInFront(RoomTile tile, int rotation, int offset = 0)
        {
            int offsetX = 0;
            int offsetY = 0;

            switch (rotation)
            {
            case 0: offsetY--; break;

            case 1: offsetX++; offsetY--; break;

            case 2: offsetX++; break;

            case 3: offsetX++; offsetY++; break;

            case 4: offsetY++; break;

            case 5: offsetX--; offsetY++; break;

            case 6: offsetX--; break;

            case 7: offsetX--; offsetY--; break;
            }

            int x = tile.Position.X;
            int y = tile.Position.Y;

            for (int i = 0; i <= offset; i++)
            {
                x += offsetX;
                y += offsetY;
            }

            return(this.Tiles[x, y]);
        }
示例#3
0
        public void RegenerateEntityCollision()
        {
            foreach (RoomTile tile in this.Tiles)
            {
                tile.Entities.Clear();
            }

            foreach (RoomEntity entity in this.room.EntityManager.Entities)
            {
                RoomTile tile = Tiles[entity.Position.X, entity.Position.Y];

                if (tile == null)
                {
                    continue;
                }

                tile.AddEntity(entity);
            }
        }
示例#4
0
        public void RegenerateCollisionMap()
        {
            string[] split = room.Model.Map.Replace("\n", "").Split('\r');
            this.SizeY = split.Length;
            this.SizeX = split[0].Length;
            this.Tiles = new RoomTile[this.SizeX, this.SizeY];
            for (int y = 0; y < this.SizeY; y++)
            {
                for (int x = 0; x < this.SizeX; x++)
                {
                    char     position = split[y][x];
                    RoomTile tile     = new RoomTile(room, new TilePosition(x, y, this.ParseChar(position)));
                    if (position == 'x')
                    {
                        tile.State = RoomTileState.CLOSED;
                    }
                    this.Tiles[x, y] = tile;
                }
            }

            this.RegenerateEntityCollision();
            this.RegenerateItemsCollision();
        }