/// 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