protected static void Render(Temple temple, World world, IntPoint pos, int[,] ground, int[,] objs) { for (int x = 0; x < temple.Size; x++) //Rendering for (int y = 0; y < temple.Size; y++) { if (ground[x, y] == 1) { var tile = world.Map[x + pos.X, y + pos.Y].Clone(); tile.TileId = DarkGrass; tile.ObjType = 0; world.Obstacles[x + pos.X, y + pos.Y] = 0; world.Map[x + pos.X, y + pos.Y] = tile; } else if (ground[x, y] == 2) { var tile = world.Map[x + pos.X, y + pos.Y].Clone(); tile.TileId = Floor; tile.ObjType = 0; world.Obstacles[x + pos.X, y + pos.Y] = 0; world.Map[x + pos.X, y + pos.Y] = tile; } if (objs[x, y] == 1) { var tile = world.Map[x + pos.X, y + pos.Y].Clone(); tile.ObjType = WallA; if (tile.ObjId == 0) tile.ObjId = world.GetNextEntityId(); world.Obstacles[x + pos.X, y + pos.Y] = 2; world.Map[x + pos.X, y + pos.Y] = tile; } else if (objs[x, y] == 2) { var tile = world.Map[x + pos.X, y + pos.Y].Clone(); tile.ObjType = WallB; if (tile.ObjId == 0) tile.ObjId = world.GetNextEntityId(); world.Obstacles[x + pos.X, y + pos.Y] = 2; world.Map[x + pos.X, y + pos.Y] = tile; } else if (objs[x, y] == 3) { var tile = world.Map[x + pos.X, y + pos.Y].Clone(); tile.ObjType = WallC; if (tile.ObjId == 0) tile.ObjId = world.GetNextEntityId(); world.Obstacles[x + pos.X, y + pos.Y] = 2; world.Map[x + pos.X, y + pos.Y] = tile; } else if (objs[x, y] == 4) { var tile = world.Map[x + pos.X, y + pos.Y].Clone(); tile.ObjType = Flower; if (tile.ObjId == 0) tile.ObjId = world.GetNextEntityId(); world.Obstacles[x + pos.X, y + pos.Y] = 0; world.Map[x + pos.X, y + pos.Y] = tile; } else if (objs[x, y] == 5) { var tile = world.Map[x + pos.X, y + pos.Y].Clone(); tile.ObjType = Grass; if (tile.ObjId == 0) tile.ObjId = world.GetNextEntityId(); world.Obstacles[x + pos.X, y + pos.Y] = 0; world.Map[x + pos.X, y + pos.Y] = tile; } else if (objs[x, y] == 6) { var tile = world.Map[x + pos.X, y + pos.Y].Clone(); tile.ObjType = Tree; if (tile.ObjId == 0) tile.ObjId = world.GetNextEntityId(); world.Obstacles[x + pos.X, y + pos.Y] = 0; world.Map[x + pos.X, y + pos.Y] = tile; } } }
protected static void Render(Temple temple, World world, IntPoint pos, int[,] ground, int[,] objs) { for (int x = 0; x < temple.Size; x++) //Rendering { for (int y = 0; y < temple.Size; y++) { if (ground[x, y] == 1) { var tile = world.Map[x + pos.X, y + pos.Y].Clone(); tile.TileId = DarkGrass; tile.ObjType = 0; world.Obstacles[x + pos.X, y + pos.Y] = 0; world.Map[x + pos.X, y + pos.Y] = tile; } else if (ground[x, y] == 2) { var tile = world.Map[x + pos.X, y + pos.Y].Clone(); tile.TileId = Floor; tile.ObjType = 0; world.Obstacles[x + pos.X, y + pos.Y] = 0; world.Map[x + pos.X, y + pos.Y] = tile; } if (objs[x, y] == 1) { var tile = world.Map[x + pos.X, y + pos.Y].Clone(); tile.ObjType = WallA; if (tile.ObjId == 0) { tile.ObjId = world.GetNextEntityId(); } world.Obstacles[x + pos.X, y + pos.Y] = 2; world.Map[x + pos.X, y + pos.Y] = tile; } else if (objs[x, y] == 2) { var tile = world.Map[x + pos.X, y + pos.Y].Clone(); tile.ObjType = WallB; if (tile.ObjId == 0) { tile.ObjId = world.GetNextEntityId(); } world.Obstacles[x + pos.X, y + pos.Y] = 2; world.Map[x + pos.X, y + pos.Y] = tile; } else if (objs[x, y] == 3) { var tile = world.Map[x + pos.X, y + pos.Y].Clone(); tile.ObjType = WallC; if (tile.ObjId == 0) { tile.ObjId = world.GetNextEntityId(); } world.Obstacles[x + pos.X, y + pos.Y] = 2; world.Map[x + pos.X, y + pos.Y] = tile; } else if (objs[x, y] == 4) { var tile = world.Map[x + pos.X, y + pos.Y].Clone(); tile.ObjType = Flower; if (tile.ObjId == 0) { tile.ObjId = world.GetNextEntityId(); } world.Obstacles[x + pos.X, y + pos.Y] = 0; world.Map[x + pos.X, y + pos.Y] = tile; } else if (objs[x, y] == 5) { var tile = world.Map[x + pos.X, y + pos.Y].Clone(); tile.ObjType = Grass; if (tile.ObjId == 0) { tile.ObjId = world.GetNextEntityId(); } world.Obstacles[x + pos.X, y + pos.Y] = 0; world.Map[x + pos.X, y + pos.Y] = tile; } else if (objs[x, y] == 6) { var tile = world.Map[x + pos.X, y + pos.Y].Clone(); tile.ObjType = Tree; if (tile.ObjId == 0) { tile.ObjId = world.GetNextEntityId(); } world.Obstacles[x + pos.X, y + pos.Y] = 0; world.Map[x + pos.X, y + pos.Y] = tile; } } } }