public XmlWrite() { // initialise levelFolder StaticVariables.execFolder = AppDomain.CurrentDomain.BaseDirectory; StaticVariables.levelFolder = StaticVariables.execFolder; // create world this.w = new World(10, 10); // fill world this.w.FillWorld(TERRAIN.grass_normal, new Size(10, 10)); // initialize player this.w.InitPlayer(new PointF(5, 5)); this.p = w.getPlayer(); LevelWriter.saveWorld(this.w, this.file); beforelist = new TerrainTile[w.getTerrain().Count]; before = new Entity[w.getEntities().Count]; // save beforlist w.getTerrain().CopyTo(beforelist); w.getEntities().CopyTo(before); world = new World(10, 10); world.loadLevel(this.file); afterlist = new TerrainTile[world.getTerrain().Count]; after = new Entity[world.getEntities().Count]; // save afterlist world.getTerrain().CopyTo(afterlist); world.getEntities().CopyTo(after); }
/* * Grid simulation setup: * G = Grass, W = Water * |G|G|G| * |G|G|G| * |W|W|W| */ public PlayerInventory() { // Initialize world this.w = new World(Size, Size); // Fill world with tiles of grass w.FillWorld(TERRAIN.grass_normal, new Size(Size, Size)); // Fill third row with water for (int i = 0; i <= 2; i++) w.setTerraintile(new Point(i, 2), (int)SPRITES.water); // Initialize player w.InitPlayer(new PointF(1, 1)); this.p = w.getPlayer(); }
/* * Grid simulation setup: * G = Grass, W = Water * |G|G|G| * |G|G|G| * |G|G|G| */ public KeyDoor() { // Initialize world this.w = new World(Size, Size); // Fill world with tiles of grass w.FillWorld(TERRAIN.grass, new Size(Size, Size)); // Initialize player w.InitPlayer(new PointF(0, 0)); this.p = w.getPlayer(); p.CurrentDirection = (int)Player.Direction.Down; // Initialize door and key this.d = new Door(new PointF(1, 0)); w.addEntity(d); this.k = new Key(new PointF(0, 0)); w.addEntity(k); }