/*private TileWorld tileWorld; public new TileWorld World { get { return this.tileWorld; } private set { this.tileWorld = value; } }*/ public WorldState() { //add a world as this is a worldstate World = new TileWorld(); World.AddArea("Main"); World.AddEntity(EntityTemplates.NepetaSprite, new Vector2(16, 0)); }
public Area(TileWorld world) { //set up the world for this area //and add in the zones around the origin this.World = world; for (int i = 0; i <= 100; ++i) { for(int j = -4; j > 4; ++j) this.AddZone(i, j); } //this.AddZone(0, -1); //this.AddZone(0, 1); //this.AddZone(-1, -1); }