X-Git-Url: https://git.dogcows.com/gitweb?a=blobdiff_plain;f=CarFire%2FCarFire%2FCarFire%2FMap.cs;h=0178e2ba7188884deceb6bc5a1432d323bebee3e;hb=60d05271b295d2ca94a0028059add525c1bbffb1;hp=ae49c8a8c3bc2f635329f3e57615de4069020cd5;hpb=d861be5538dfe866f867a6e237311ba6b743e863;p=chaz%2Fcarfire
diff --git a/CarFire/CarFire/CarFire/Map.cs b/CarFire/CarFire/CarFire/Map.cs
index ae49c8a..0178e2b 100644
--- a/CarFire/CarFire/CarFire/Map.cs
+++ b/CarFire/CarFire/CarFire/Map.cs
@@ -134,13 +134,11 @@ namespace CarFire
///
/// Get and set the tilemap with its associated texture and tile
/// character to coordinate mappings. This effects what the map looks
- /// like when it is drawn.
+ /// like when it is drawn. You will need to reset any map instances
+ /// after setting a new tilemap. You should also set a tilemap before
+ /// instantiating any maps.
///
- public Tilemap Tilemap
- {
- get { return mData.Tilemap; }
- set { mData.Tilemap = value; }
- }
+ public static Tilemap Tilemap;
///
/// Get and set the zoom of the map view. The default zoom is
@@ -355,7 +353,6 @@ namespace CarFire
public List Entities { get { return mEntities; } }
public Point[] PlayerPositions { get { return mPlayerPositions; } }
public bool[,] Grid { get { return mBooleanGrid; } }
- public Tilemap Tilemap;
public Model(Metadata metadata, char[,] grid, char defaultTile,
@@ -365,6 +362,7 @@ namespace CarFire
Debug.Assert(grid != null);
Debug.Assert(entities != null);
Debug.Assert(metadata.GridWidth * metadata.GridHeight == grid.Length);
+ Debug.Assert(Tilemap != null);
mMetadata = metadata;
mCleanGrid = grid;
@@ -542,14 +540,14 @@ namespace CarFire
public void Draw(SpriteBatch spriteBatch)
{
- if (mData.Tilemap == null) throw new Exception("Cannot draw map without first setting the tilemap.");
+ if (Tilemap == null) throw new Exception("Cannot draw map without first setting the tilemap.");
mViewport = spriteBatch.GraphicsDevice.Viewport;
for (int y = 0; y < mData.Metadata.GridHeight; y++)
{
for (int x = 0; x < mData.Metadata.GridWidth; x++)
{
- mData.Tilemap.Draw(spriteBatch, mData.GetCell(x, y), GetRectangleFromCoordinates(x, y));
+ Tilemap.Draw(spriteBatch, mData.GetCell(x, y), GetRectangleFromCoordinates(x, y));
}
}
}