\r
\r
}\r
-\r
+ /*\r
/// <summary>\r
/// Updates the players position in the current window, the player is kept centered\r
/// in the window when possible. When the edge of the map is reached by one or more\r
/// <param name="ScreenHeight">Used to know how tall the current window is</param>\r
public void updatePlayerScreenPosition(int ScreenWidth, int ScreenHeight)\r
{\r
+\r
// if left edge of map has been reached by screen\r
if (GridX * TheMap.GridToPixelRatio < ScreenWidth / 2)\r
{\r
PixelY = ScreenHeight / 2;\r
}\r
}\r
-\r
+ */\r
/// <summary>\r
/// Moves the current player being controlled based on a given set of key presses.\r
/// The player can only move one Grid space per movePlayer call. Thus this method\r
{\r
// move upleft\r
keysPressed.Contains<Keys>(Keys.Left);\r
- if (keysPressed.Contains<Keys>(Keys.Up) && keysPressed.Contains<Keys>(Keys.Left) && TheMap.isOpenSquare(GridX - 1, GridY - 1))\r
+ if (keysPressed.Contains<Keys>(Keys.Up) && keysPressed.Contains<Keys>(Keys.Left) && TheMap.IsCellOpen(GridX - 1, GridY - 1))\r
{\r
GridX -= 1;\r
GridY -= 1;\r
}\r
// move upright\r
- else if (keysPressed.Contains<Keys>(Keys.Up) && keysPressed.Contains<Keys>(Keys.Right) && TheMap.isOpenSquare(GridX + 1, GridY - 1))\r
+ else if (keysPressed.Contains<Keys>(Keys.Up) && keysPressed.Contains<Keys>(Keys.Right) && TheMap.IsCellOpen(GridX + 1, GridY - 1))\r
{\r
GridX += 1;\r
GridY -= 1;\r
}\r
// move downleft\r
- else if (keysPressed.Contains<Keys>(Keys.Down) && keysPressed.Contains<Keys>(Keys.Left) && TheMap.isOpenSquare(GridX - 1, GridY + 1))\r
+ else if (keysPressed.Contains<Keys>(Keys.Down) && keysPressed.Contains<Keys>(Keys.Left) && TheMap.IsCellOpen(GridX - 1, GridY + 1))\r
{\r
GridX -= 1;\r
GridY += 1;\r
}\r
// move downright\r
- else if (keysPressed.Contains<Keys>(Keys.Down) && keysPressed.Contains<Keys>(Keys.Right) && TheMap.isOpenSquare(GridX + 1, GridY + 1))\r
+ else if (keysPressed.Contains<Keys>(Keys.Down) && keysPressed.Contains<Keys>(Keys.Right) && TheMap.IsCellOpen(GridX + 1, GridY + 1))\r
{\r
GridX += 1;\r
GridY += 1;\r
}\r
// move up\r
- else if (keysPressed.Contains<Keys>(Keys.Up) && TheMap.isOpenSquare(GridX, GridY - 1))\r
+ else if (keysPressed.Contains<Keys>(Keys.Up) && TheMap.IsCellOpen(GridX, GridY - 1))\r
{\r
GridY -= 1;\r
}\r
// move down\r
- else if (keysPressed.Contains<Keys>(Keys.Down) && TheMap.isOpenSquare(GridX, GridY + 1))\r
+ else if (keysPressed.Contains<Keys>(Keys.Down) && TheMap.IsCellOpen(GridX, GridY + 1))\r
{\r
GridY += 1;\r
}\r
// move left\r
- else if (keysPressed.Contains<Keys>(Keys.Left) && TheMap.isOpenSquare(GridX - 1, GridY))\r
+ else if (keysPressed.Contains<Keys>(Keys.Left) && TheMap.IsCellOpen(GridX - 1, GridY))\r
{\r
GridX -= 1;\r
}\r
// move right\r
- else if (keysPressed.Contains<Keys>(Keys.Right) && TheMap.isOpenSquare(GridX + 1, GridY))\r
+ else if (keysPressed.Contains<Keys>(Keys.Right) && TheMap.IsCellOpen(GridX + 1, GridY))\r
{\r
GridX += 1;\r
}\r
\r
}\r
}\r
- /*\r
- //this is for testing purposes only!\r
- public class Map\r
- {\r
- int gridToPixelRatio;\r
-\r
- public Map()\r
- {\r
- gridToPixelRatio = 10;\r
- }\r
-\r
- public int MaxGridX\r
- {\r
- get { return 100; }\r
- }\r
- public int MaxGridY\r
- {\r
- get { return 100; }\r
- }\r
-\r
- public int GridToPixelRatio\r
- {\r
- get { return gridToPixelRatio; }\r
- }\r
-\r
- public bool isOpenSquare(int GridX, int GridY)\r
- {\r
- return true;\r
- }\r
-\r
-\r
- }\r
- */\r
}
\ No newline at end of file