private void SetupItems() { foreach (var tile in outputTiles) { WallActuatorCreator.CreateSetupActuators(tile); SetupFloorItems(tile); } }
private void Initialize(int level, Point?startTile) { CurrentLevel = level; CurrentMap = Data.Maps[level]; legacyTileCreator = new LegacyTileCreator(this); WallActuatorCreator = new WallActuatorCreator(this); FloorActuatorCreator = new FloorActuatorCreator(this); ItemCreator = new LegacyItemCreator(this); creatures = new List <Creature>(); InitializeMapTextures(); outputTiles = new List <Tile>(); stack = new Stack <TileInfo <TileData> >(); start = startTile ?? new Point(Data.StartPosition.Position.X, Data.StartPosition.Position.Y); TilesPositions = new Dictionary <Point, Tile>(); bitMap = new BitMapMemory(CurrentMap.OffsetX, CurrentMap.OffsetY, CurrentMap.Width, CurrentMap.Height); }
private void Initialize(int level, Point? startTile) { CurrentLevel = level; CurrentMap = Data.Maps[level]; legacyTileCreator = new LegacyTileCreator(this); WallActuatorCreator = new WallActuatorCreator(this); FloorActuatorCreator = new FloorActuatorCreator(this); ItemCreator = new LegacyItemCreator(this); creatures = new List<Creature>(); InitializeMapTextures(); outputTiles = new List<Tile>(); stack = new Stack<TileInfo<TileData>>(); start = startTile ?? new Point(Data.StartPosition.Position.X, Data.StartPosition.Position.Y); TilesPositions = new Dictionary<Point, Tile>(); bitMap = new BitMapMemory(CurrentMap.OffsetX, CurrentMap.OffsetY, CurrentMap.Width, CurrentMap.Height); }