/// <summary> /// Creates a grid space that considers itself at position (posX, posY) in the parent grid. /// </summary> /// <param name="spaceTypeSelector">Chooses the texture for this space. Does not affect the properties of it otherwise.</param> /// <param name="posX">Horizontal position in the grid</param> /// <param name="posY">Vertical position in the grid</param> /// <param name="elevation"></param> /// <param name="Parent"></param> public SimpleGridSpace(int spaceTypeSelector, int posX, int posY, int elevation, SimpleGrid Parent) { holder = EnvironmentTextureHolder.Holder; currentActor = null; isOccupied = false; moveCost = 1; parent = Parent; gridPos = new Vector2(posX, posY); spaceSprite = holder.MainHexagonSprites[spaceTypeSelector].copySprite(); spaceType = spaceTypeSelector; walls = new Wall[3]; for (int i = 0; i < 3; ++i) { walls[i] = new Wall(); } this.elevation = elevation; }
public Level(int SizeX, int SizeY, String name) { simpleLevelGrid = new SimpleGrid(SizeX, SizeY); for (int x = 0; x < SizeX; ++x) { for (int y = 0; y < SizeY; ++y) { simpleLevelGrid.GridSpaces[x, y] = new SimpleGridSpace(0, x, y, 0, simpleLevelGrid); } } enemies = new List<Person>(); playerTeam = new List<Hero>(); LevelName = name; }