public TileMap Generate(MapInformation mapInformation, Camera camera) { Random random = new Random(); //Create map List<MapLayer> mapLayers = new List<MapLayer>(); //Ground MapLayer ground = new MapLayer(mapInformation.TileWidth, mapInformation.TileHeight); for (int y = 0; y < ground.Height; y++) for (int x = 0; x < ground.Width; x++) { int grassTile = random.Next(0, 2); ground[x, y] = new Tile(grassTile, 0); } //Decoration MapLayer decoration = new MapLayer(40, 40); for (int i = 0; i < mapInformation.NumberOfDecorativeObjects; i++) { int x = random.Next(0, 40); int y = random.Next(0, 40); //TODO ADD CHECK SO NO OVERWRITE int tileIndex = random.Next(3, 15); if(tileIndex == 14) //Add tree { Tile treeTile = new Tile(tileIndex, 0); // tileSet: 0 if (y > 0) decoration[x, y-1] = treeTile; tileIndex = 15; //to get the foot below } Tile tile = new Tile(tileIndex, 0); // tileSet: 0 decoration[x, y] = tile; } mapLayers.Insert(0, ground); mapLayers.Insert(1, decoration); //Add player position //TODO make sure it is created along water at the sides int playerX = random.Next(1, (mapInformation.TileWidth * 32)-32); //TODO have better calc int playerY = random.Next(1, (mapInformation.TileHeight * 32)-32); //TODO have better calc camera.Position = new Vector2((float)150, (float)150); //camera.Position = new Vector2((float)playerX, (float)playerY); //Create enemies foreach (EnemyInformation ei in mapInformation.Enemies) { Enemy enemy = new Enemy(game); //TODO dont add enemies to close to the player int enemyX = random.Next(1, (mapInformation.TileWidth * 32) - 32); //TODO have better calc int enemyY = random.Next(1, (mapInformation.TileWidth * 32) - 32); //TODO have better calc enemy.Create(ei, new Vector2((float)enemyX, (float)enemyY)); enemies.Add(enemy); } return new TileMap(camera.Game, mapInformation.TileSets, mapLayers); }
public GameScene(Game game) : base(game) { // Initialize map settings camera = new Camera(game, new Rectangle(0, 0, 800, 480)); // TODO: Fix this so it is not hardcoded -> GraphicsDevice is not initialized at this point, need to wrap it somehow (perhaps add it as a service) so the camera will access it later when it's initialized MapInformation mapInformation = new MapInformation(Game); mapInformation.LoadMapFromXML("test map"); map = MapGenerator.Generate(mapInformation, camera); Font gameTitle = new Font(game, "Generated map", new Vector2(0, 0), Color.Black); crossControl = new CrossControl(game); // Player player = new Player(game, camera); SceneComponents.Add(map); SceneComponents.Add(gameTitle); SceneComponents.Add(player); SceneComponents.Add(crossControl); }