State.mDisplay = new Display(this);\r
State.mDisplay.LoadContent(mContentManager);\r
\r
+ // Load the tilemap.\r
Texture2D mapTiles = mContentManager.Load<Texture2D>("graphics/wallAndFloorTilesNoEdgeScale");\r
Tilemap tilemap = new Tilemap(mapTiles, 10, 7);\r
tilemap.SetTile(' ', new Point(4, 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
+ Map.Tilemap = tilemap;\r
\r
+ // Load the first map.\r
State.Map = mContentManager.Load<Map>("Maps/level1");\r
- State.Map.Tilemap = tilemap;\r
State.Entities = State.Map.GetAllEntities(this);\r
\r
- State.AIData = new AI(this);\r
+ //State.AIData = new AI(this);\r
\r
/*\r
mPlayers.Clear();\r
/// character to coordinate mappings. This effects what the map looks\r
/// like when it is drawn.\r
/// </summary>\r
- public Tilemap Tilemap\r
- {\r
- get { return mData.Tilemap; }\r
- set { mData.Tilemap = value; }\r
- }\r
+ public static Tilemap Tilemap;\r
\r
/// <summary>\r
/// Get and set the zoom of the map view. The default zoom is\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
Debug.Assert(grid != null);\r
Debug.Assert(entities != null);\r
Debug.Assert(metadata.GridWidth * metadata.GridHeight == grid.Length);\r
+ Debug.Assert(Tilemap != null);\r
\r
mMetadata = metadata;\r
mCleanGrid = grid;\r
\r
public void Draw(SpriteBatch spriteBatch)\r
{\r
- if (mData.Tilemap == null) throw new Exception("Cannot draw map without first setting the tilemap.");\r
+ if (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
- mData.Tilemap.Draw(spriteBatch, mData.GetCell(x, y), GetRectangleFromCoordinates(x, y));\r
+ Tilemap.Draw(spriteBatch, mData.GetCell(x, y), GetRectangleFromCoordinates(x, y));\r
}\r
}\r
}\r
#endif\r
foreach (Point point in neighbors)\r
{\r
- Cell inQueue = mCells[point.X, point.Y];\r
-\r
if (0 <= point.X && point.X < mGridWidth && 0 <= point.Y && point.Y < mGridHeight &&\r
mGrid[point.X, point.Y])\r
{\r
int cost = cell.G + costFunction(cell.Point, point);\r
\r
+ Cell inQueue = mCells[point.X, point.Y];\r
if (inQueue == null)\r
{\r
Cell neighbor = new Cell(point, cost, heuristic(point, finish), cell);\r