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February 6, 2017 05:00
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using RogueSharp; | |
using RLNET; | |
namespace RogueSharpTut.Core | |
{ | |
//Custom DungeonMap class that extends the base RogueSharp map (class Name : Map) | |
public class DungeonMap : Map | |
{ | |
//The Draw method will be called each time the map is updated | |
//It will render all symbols/colors for each cell to the map console | |
public void Draw(RLConsole mapConsole) | |
{ | |
mapConsole.Clear(); | |
foreach (Cell cell in GetAllCells()) | |
{ | |
SetConsoleSymbolForCell(mapConsole, cell); | |
} | |
}//end of draw | |
private void SetConsoleSymbolForCell(RLConsole console, Cell cell) | |
{ | |
//When we haven't explored a cell yet, don't draw anything | |
if(!cell.IsExplored) | |
{ | |
return; | |
} | |
//When a cell is in FoV, it should be drawn with lighter colors | |
if(IsInFov(cell.X, cell.Y)) | |
{ | |
//Choose the symbol to draw based on if it walkable or not | |
//'.' for floor, '#' for walls | |
if (cell.IsWalkable) | |
{ | |
console.Set(cell.X, cell.Y, Colors.FloorFov, Colors.FloorBackgroundFov, '.'); | |
} else | |
{ | |
console.Set(cell.X, cell.Y, Colors.WallFov, Colors.WallBackgroundFov, '#'); | |
} | |
} | |
//When a cell is outdside fov draw in darker colors | |
else | |
{ | |
if (cell.IsWalkable) | |
{ | |
console.Set(cell.X, cell.Y, Colors.Floor, Colors.FloorBackground, '.'); | |
} | |
else | |
{ | |
console.Set(cell.X, cell.Y, Colors.Wall, Colors.WallBackground, '#'); | |
} | |
} | |
}// end SetConsoleSymbolforCell | |
}//end of DungeonMap | |
}//end of namespace |
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