\r
Texture2D mapTiles = mContentManager.Load<Texture2D>("graphics/wallAndFloorTilesNoEdgeScale");\r
Tilemap tilemap = new Tilemap(mapTiles, 10, 7);\r
- tilemap.SetTile(' ', new Point(4, 5));\r
- tilemap.SetTile('`', new Point(0, 1));\r
- tilemap.SetTile('~', new Point(1, 1));\r
- tilemap.SetTile('!', new Point(3, 1));\r
- tilemap.SetTile('@', new Point(4, 1));\r
- tilemap.SetTile('#', new Point(5, 1));\r
- tilemap.SetTile('$', new Point(6, 1));\r
- tilemap.SetTile('%', new Point(8, 1));\r
- tilemap.SetTile('^', new Point(9, 1));\r
- tilemap.SetTile('&', new Point(0, 2));\r
- tilemap.SetTile('=', new Point(1, 2));\r
- tilemap.SetTile('*', new Point(2, 2));\r
- tilemap.SetTile('(', new Point(4, 2));\r
- tilemap.SetTile(')', new Point(0, 3));\r
- tilemap.SetTile('_', new Point(2, 3));\r
- tilemap.SetTile('-', new Point(9, 3));\r
- tilemap.SetTile(',', new Point(1, 4));\r
- tilemap.SetTile('+', new Point(2, 4));\r
- tilemap.SetTile('[', new Point(3, 4));\r
- tilemap.SetTile(']', new Point(4, 4));\r
- tilemap.SetTile('{', new Point(5, 4));\r
- tilemap.SetTile('}', new Point(6, 4));\r
- tilemap.SetTile('\\', new Point(8, 4));\r
- tilemap.SetTile('|', new Point(9, 4));\r
- tilemap.SetTile(';', new Point(0, 5));\r
- tilemap.SetTile(':', new Point(1, 5));\r
- tilemap.SetTile('\'', new Point(2, 5));\r
- tilemap.SetTile('"', new Point(3, 5));\r
- tilemap.SetTile('.', new Point(5, 5));\r
- tilemap.SetTile('<', new Point(6, 5));\r
- tilemap.SetTile('>', new Point(7, 5));\r
- tilemap.SetTile('/', new Point(8, 5));\r
- tilemap.SetTile('?', new Point(9, 5));\r
+ tilemap.SetTile(' ', new Point(4, 5), TileFlags.Default);\r
+ tilemap.SetTile('`', new Point(0, 1), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('~', new Point(1, 1), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('!', new Point(3, 1), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('@', new Point(4, 1), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('#', new Point(5, 1), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('$', new Point(6, 1), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('%', new Point(8, 1), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('^', new Point(9, 1), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('&', new Point(0, 2), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('=', new Point(1, 2), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('*', new Point(2, 2), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('(', new Point(4, 2), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile(')', new Point(0, 3), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('_', new Point(2, 3), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile('-', new Point(9, 3), TileFlags.Closed | TileFlags.Wall);\r
+ tilemap.SetTile(',', new Point(1, 4), TileFlags.Default);\r
+ tilemap.SetTile('+', new Point(2, 4), TileFlags.Default);\r
+ tilemap.SetTile('[', new Point(3, 4), TileFlags.Default);\r
+ tilemap.SetTile(']', new Point(4, 4), TileFlags.Default);\r
+ tilemap.SetTile('{', new Point(5, 4), TileFlags.Default);\r
+ tilemap.SetTile('}', new Point(6, 4), TileFlags.Default);\r
+ tilemap.SetTile('\\', new Point(8, 4), TileFlags.Default);\r
+ tilemap.SetTile('|', new Point(9, 4), TileFlags.Default);\r
+ tilemap.SetTile(';', new Point(0, 5), TileFlags.Default);\r
+ tilemap.SetTile(':', new Point(1, 5), TileFlags.Default);\r
+ tilemap.SetTile('\'', new Point(2, 5), TileFlags.Default);\r
+ tilemap.SetTile('"', new Point(3, 5), TileFlags.Default);\r
+ tilemap.SetTile('.', new Point(5, 5), TileFlags.Default);\r
+ tilemap.SetTile('<', new Point(6, 5), TileFlags.Default);\r
+ tilemap.SetTile('>', new Point(7, 5), TileFlags.Default);\r
+ tilemap.SetTile('/', new Point(8, 5), TileFlags.Default);\r
+ tilemap.SetTile('?', new Point(9, 5), TileFlags.Default);\r
\r
State.Map = mContentManager.Load<Map>("Maps/level1");\r
State.Map.Tilemap = tilemap;\r
/// </summary>\r
public Tilemap Tilemap\r
{\r
- get { return mView.Tilemap; }\r
- set { mView.Tilemap = value; }\r
+ get { return mData.Tilemap; }\r
+ set { mData.Tilemap = value; }\r
}\r
\r
/// <summary>\r
public List<RawEntity> Entities { get { return mEntities; } }\r
public Point[] PlayerPositions { get { return mPlayerPositions; } }\r
public bool[,] Grid { get { return mBooleanGrid; } }\r
+ public Tilemap Tilemap;\r
\r
\r
public Model(Metadata metadata, char[,] grid, char defaultTile,\r
\r
public bool IsCellOpen(int x, int y)\r
{\r
- // TODO: Still need to define characters for types of scenery.\r
- if (IsOnMap(x, y)) return mGrid[x, y] == ' ';\r
- return false;\r
+ if (!IsOnMap(x, y)) return false;\r
+ return (Tilemap.GetTileFlags(mGrid[x, y]) & TileFlags.Open) == TileFlags.Open;\r
}\r
\r
//created by Brady for AI precalculations\r
public bool IsWall(int x, int y)\r
{\r
- if (IsOnMap(x, y)) return (mGrid[x, y] == '-' || mGrid[x, y] == '|' || mGrid[x, y] == '+' || mGrid[x, y] == '/' || mGrid[x, y] == '\\');\r
- return false;\r
+ if (!IsOnMap(x, y)) return false;\r
+ return (Tilemap.GetTileFlags(mGrid[x, y]) & TileFlags.Wall) == TileFlags.Wall;\r
}\r
+\r
public void SetCell(int x, int y, char tile)\r
{\r
if (IsOnMap(x, y))\r
class View\r
{\r
public Vector2 CenterCell;\r
- public Tilemap Tilemap;\r
public float Zoom;\r
\r
\r
\r
public void Draw(SpriteBatch spriteBatch)\r
{\r
- if (Tilemap == null) throw new Exception("Cannot draw map without first setting the tilemap.");\r
+ if (mData.Tilemap == null) throw new Exception("Cannot draw map without first setting the tilemap.");\r
mViewport = spriteBatch.GraphicsDevice.Viewport;\r
\r
for (int y = 0; y < mData.Metadata.GridHeight; y++)\r
{\r
for (int x = 0; x < mData.Metadata.GridWidth; x++)\r
{\r
- Tilemap.Draw(spriteBatch, mData.GetCell(x, y), GetRectangleFromCoordinates(x, y));\r
+ mData.Tilemap.Draw(spriteBatch, mData.GetCell(x, y), GetRectangleFromCoordinates(x, y));\r
}\r
}\r
}\r