示例#1
0
        public ChunkTemplate(Chunk chunk, ChunkConnector[][] connectors, params DungeonClass[] mapTypes)
        {
            myConnectors = connectors;

            myWidth  = chunk.Width;
            myHeight = chunk.Height;

            myMapTypes = mapTypes;
            myEntities = chunk.Entities;

            myTiles = new TileTemplate[Width, Height];

            for (int x = 0; x < Width; ++x)
            {
                for (int y = 0; y < Height; ++y)
                {
                    GameTile tile = chunk.GetTile(x - chunk.X, y - chunk.Y);

                    myTiles[x, y] = new TileTemplate
                    {
                        IsWall = tile.IsWall,
                        Skin   = tile.Skin,
                        Alt    = tile.Alt
                    };
                }
            }

            FindOrganisedConnectors();
        }
示例#2
0
        public GameTile GetTile(int x, int y)
        {
            Chunk chunk = GetChunk(x, y);

            if (chunk == null)
            {
                if (IsInterior)
                {
                    return(InteriorTile.Default);
                }
                else
                {
                    return(ExteriorTile.Default);
                }
            }

            return(chunk.GetTile(x, y) ?? (IsInterior ? (GameTile)InteriorTile.Default : (GameTile)ExteriorTile.Default));
        }
示例#3
0
        public void GenerateChunk(Chunk chunk)
        {
            for (int x = chunk.X; x < chunk.X + chunk.Width; ++x)
            {
                for (int y = chunk.Y; y < chunk.Y + chunk.Height; ++y)
                {
                    double height = GetHeight(x, y);
                    double temp   = GetTemperature(x, y);

                    ExteriorTile tile = chunk.GetTile(x, y) as ExteriorTile;
                    tile.IsWall = false;

                    if (height >= 0.25)
                    {
                        if (height >= 0.5)
                        {
                            tile.Skin = 3;
                        }
                        else
                        {
                            tile.Skin = 1;
                        }

                        tile.WallHeight = 1;
                    }
                    else if (height >= -1.0 && temp < 0.25)
                    {
                        tile.Skin = 1;
                    }
                    else if (height < -0.5 && temp < 0.25)
                    {
                        tile.Skin = 2;
                    }
                    else
                    {
                        tile.Skin = 0;
                    }
                }
            }

            chunk.UpdateTiles();
        }