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C# Map.GetTerrainAt方法代码示例

本文整理汇总了C#中Map.GetTerrainAt方法的典型用法代码示例。如果您正苦于以下问题:C# Map.GetTerrainAt方法的具体用法?C# Map.GetTerrainAt怎么用?C# Map.GetTerrainAt使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Map的用法示例。


在下文中一共展示了Map.GetTerrainAt方法的11个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: GetClearPointListInRange

        public static List<Point> GetClearPointListInRange(Map map, Point upperLeft, Point lowerRight)
        {
            List<Point> returnList = new List<Point>();

            for (int i = upperLeft.X; i < lowerRight.X; ++i)
            {
                for (int j = upperLeft.Y; j < lowerRight.Y; ++j)
                {
                    if (map.GetTerrainAt(i, j) == TerrainType.Floor)
                        returnList.Add(new Point(i, j));
                }
            }
            return returnList;
        }
开发者ID:donblas,项目名称:magecrawl,代码行数:14,代码来源:MapGeneratorBase.cs

示例2: IsPositionClear

        private bool IsPositionClear(Map map, Point upperLeftCorner)
        {
            if (!map.IsPointOnMap(upperLeftCorner))
                return false;
            if (!map.IsPointOnMap(upperLeftCorner + new Point(Width, Height)))
                return false;

            for (int i = 0; i < Width; ++i)
            {
                for (int j = 0; j < Height; ++j)
                {
                    Point mapPosition = upperLeftCorner + new Point(i, j);
                    if (map.GetTerrainAt(mapPosition) == TerrainType.Floor)
                        return false;
                }
            }

            return true;
        }
开发者ID:donblas,项目名称:magecrawl,代码行数:19,代码来源:MapChunk.cs

示例3: CountNumberOfSurroundingWallTilesOneStepAway

        protected static int CountNumberOfSurroundingWallTilesOneStepAway(Map map, int x, int y)
        {
            int numberOfFloorTileSurrounding = 0;

            for (int i = -1; i <= 1; ++i)
            {
                for (int j = -1; j <= 1; ++j)
                {
                    if (map.IsPointOnMap(x + i, y + j))
                    {
                        if (map.GetTerrainAt(x + i, y + j) == TerrainType.Wall)
                            numberOfFloorTileSurrounding++;
                    }
                }
            }
            return numberOfFloorTileSurrounding;
        }
开发者ID:donblas,项目名称:magecrawl,代码行数:17,代码来源:MapGeneratorBase.cs

示例4: CountNumberOfSurroundingWallTilesTwoStepAway

        protected static int CountNumberOfSurroundingWallTilesTwoStepAway(Map map, int x, int y)
        {
            int numberOfFloorTileSurrounding = 0;

            for (int i = -2; i <= 2; ++i)
            {
                for (int j = -2; j <= 2; ++j)
                {
                    if ((i == 2 || i == -2) && (j == 2 || j == -2))
                        continue;

                    if (map.IsPointOnMap(x + i, y + j))
                    {
                        if (map.GetTerrainAt(x + i, y + j) == TerrainType.Wall)
                            numberOfFloorTileSurrounding++;
                    }
                }
            }

            return numberOfFloorTileSurrounding;
        }
开发者ID:donblas,项目名称:magecrawl,代码行数:21,代码来源:MapGeneratorBase.cs

示例5: FloodFillWithContigiousNumbers

        // Try to flood fill the map. Each seperate contigious spot gets a different scratch number.
        protected int FloodFillWithContigiousNumbers(Map map)
        {
            ResetScratch(map);
            byte currentScratchNumber = 1;

            // First we walk the entire map, flood filling each 
            for (int i = 0; i < map.Width; ++i)
            {
                for (int j = 0; j < map.Height; ++j)
                {
                    if (map.GetTerrainAt(i, j) == TerrainType.Floor && map.GetScratchAt(i, j) == 0)
                    {
                        FloodFill(map, i, j, currentScratchNumber);
                        currentScratchNumber++;
                    }
                }
            }

            // If we didn't scratch any tiles, the map must be all walls, bail
            if (currentScratchNumber == 1)
                throw new MapGenerationFailureException("FillAllSmallerUnconnectedRooms came to a level with all walls?");
            return currentScratchNumber;
        }
开发者ID:donblas,项目名称:magecrawl,代码行数:24,代码来源:MapGeneratorBase.cs

示例6: GetFirstClearPoint

 private Point GetFirstClearPoint(Map map)
 {
     for (int i = 0; i < map.Width; ++i)
     {
         for (int j = 0; j < map.Height; ++j)
         {
             if (map.GetTerrainAt(i, j) == TerrainType.Floor)
                 return new Point(i, j);
         }
     }
     throw new System.InvalidOperationException("GetFirstClearPoint found no clear points");
 }
开发者ID:donblas,项目名称:magecrawl,代码行数:12,代码来源:MapGeneratorBase.cs

示例7: FillAllSmallerUnconnectedRooms

        protected void FillAllSmallerUnconnectedRooms(Map map)
        {
            int currentScratchNumber = FloodFillWithContigiousNumbers(map);

            // Walk each tile, and count up the different groups.
            int[] numberOfTilesWithThatScratch = new int[currentScratchNumber];
            numberOfTilesWithThatScratch.Initialize();

            for (int i = 0; i < map.Width; ++i)
            {
                for (int j = 0; j < map.Height; ++j)
                {
                    if (map.GetTerrainAt(i, j) == TerrainType.Floor)
                        numberOfTilesWithThatScratch[map.GetScratchAt(i, j)]++;
                }
            }

            if (numberOfTilesWithThatScratch[0] != 0)
                throw new MapGenerationFailureException("Some valid tiles didn't get a scratch during FillAllSmallerRooms.");
            
            // Find the largest collection
            int biggestNumber = 1;
            for (int i = 2; i < currentScratchNumber; ++i)
            {
                if (numberOfTilesWithThatScratch[i] > numberOfTilesWithThatScratch[biggestNumber])
                    biggestNumber = i;
            }

            // Now walk level, and turn every floor tile without that scratch into a wall
            for (int i = 0; i < map.Width; ++i)
            {
                for (int j = 0; j < map.Height; ++j)
                {
                    if (map.GetTerrainAt(i, j) == TerrainType.Floor && map.GetScratchAt(i, j) != biggestNumber)
                        map.SetTerrainAt(i, j, TerrainType.Wall);

                    // And reset the scratch while we're here
                    map.SetScratchAt(i, j, 0);
                }
            }

            if (!CheckConnectivity(map))
                throw new MapGenerationFailureException("FillAllSmallerUnconnectedRooms produced a non-connected map.");
        }
开发者ID:donblas,项目名称:magecrawl,代码行数:44,代码来源:MapGeneratorBase.cs

示例8: CheckConnectivity

        // Make sure map has one connected area
        protected bool CheckConnectivity(Map map)
        {
            const int CheckConnectivityScratchValue = 42;

            // Find a clear point
            Point clearPoint = GetFirstClearPoint(map);

            // Flood fill all connected tiles
            FloodFill(map, clearPoint.X, clearPoint.Y, CheckConnectivityScratchValue);

            // See if any floor tiles don't have our scratch, if so they are not connected
            for (int i = 0; i < map.Width; ++i)
            {
                for (int j = 0; j < map.Height; ++j)
                {
                    if (map.GetTerrainAt(i, j) == TerrainType.Floor && map.GetScratchAt(i, j) != CheckConnectivityScratchValue)
                        return false;
                }
            }

            return true;
        }
开发者ID:donblas,项目名称:magecrawl,代码行数:23,代码来源:MapGeneratorBase.cs

示例9: FloodFill

        protected void FloodFill(Map map, int x, int y, byte scratchValue)
        {
            if (!map.IsPointOnMap(x, y))
                return;

            if (map.GetTerrainAt(x, y) == TerrainType.Floor && map.GetScratchAt(x, y) == 0)
            {
                map.SetScratchAt(x, y, scratchValue);
                FloodFill(map, x + 1, y, scratchValue);
                FloodFill(map, x - 1, y, scratchValue);
                FloodFill(map, x, y + 1, scratchValue);
                FloodFill(map, x, y - 1, scratchValue);
            }       
        }
开发者ID:donblas,项目名称:magecrawl,代码行数:14,代码来源:MapGeneratorBase.cs

示例10: WallsOnOneSetOfSides

 private bool WallsOnOneSetOfSides(Map map, MapDoor door)
 {
     return (map.GetTerrainAt(door.Position + new Point(1, 0)) == TerrainType.Wall &&
              map.GetTerrainAt(door.Position + new Point(-1, 0)) == TerrainType.Wall) ||
              (map.GetTerrainAt(door.Position + new Point(0, 1)) == TerrainType.Wall &&
              map.GetTerrainAt(door.Position + new Point(0, -1)) == TerrainType.Wall);
 }
开发者ID:donblas,项目名称:magecrawl,代码行数:7,代码来源:StitchtogeatherMapGenerator.cs

示例11: StripImpossibleDoors

        private void StripImpossibleDoors(Map map)
        {
            foreach (MapDoor door in map.MapObjects.OfType<MapDoor>().ToList())
            {
                if (!map.IsPointOnMap(door.Position) || map.GetTerrainAt(door.Position) == TerrainType.Wall ||
                    !WallsOnOneSetOfSides(map, door))
                {
                    map.RemoveMapItem(door);
                }
            }

            List<Point> doorPositions = map.MapObjects.OfType<MapDoor>().Select(x => x.Position).ToList();
            foreach (MapDoor door in map.MapObjects.OfType<MapDoor>().ToList())
            {
                if (doorPositions.Exists(x => x != door.Position && PointDirectionUtils.NormalDistance(x, door.Position) < 2))
                {
                    map.RemoveMapItem(door);
                    doorPositions.Remove(door.Position);
                }
            }
        }
开发者ID:donblas,项目名称:magecrawl,代码行数:21,代码来源:StitchtogeatherMapGenerator.cs


注:本文中的Map.GetTerrainAt方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。