using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Net; using Microsoft.Xna.Framework.Storage; using TestProject.Systems; using TestProject.Utilities; namespace TestProject.Systems.Maps { /// /// Test Field is just the basic test map designed to test the capabilities /// of the Tile Engine. Eventually each map file will house the map /// data (base map, walkability, and graphics) as well as monster / NPC /// data associated with that map. (which monsters and NPCs will be present /// in that map. For example, Dragons wont be seen in towns, and NPCs wont /// be visiting dragons lairs) /// /// Since this is just a test, it will most likely not make any future versions /// past testing phases, and real map data will take its place. /// /// Craig Giles /// Feb.2008 /// class TestField : TileEngineV2 { /// /// Contains the layout of this map. /// 0 = wall /// 1 = grass /// 2 = dirt road /// 3 = Deep (unwalkable) water /// 4 = shallow (walkable) water /// 5 = cave enterance /// static public int[,] iBaseMap = new int[iMapHeight, iMapWidth]{ {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0}, {0,0,5,5,0,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0}, {0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0}, {0,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0}, {0,1,1,0,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0}, {0,1,0,0,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0}, {0,2,2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,2,0}, {0,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,0}, {0,4,1,1,1,1,1,2,2,2,2,1,1,1,1,1,1,2,2,2,2,2,2,1,0}, {3,4,4,1,1,1,1,1,1,1,2,1,1,1,2,2,2,2,1,1,1,1,1,1,0}, {3,4,4,1,1,1,1,1,1,1,2,1,1,1,2,1,1,1,3,3,3,1,1,1,0}, {3,3,4,4,4,4,1,1,1,1,2,2,2,2,2,1,3,3,3,3,3,1,1,1,0}, {3,3,3,3,3,4,1,1,1,1,2,1,1,1,1,3,3,3,3,3,3,3,1,1,0}, {3,3,3,3,3,4,4,1,1,1,2,1,1,1,1,3,3,3,3,3,3,3,1,1,0}, {3,3,3,3,3,3,4,4,4,1,2,2,2,2,2,1,1,1,3,3,3,1,1,0,0}, {3,3,3,3,3,3,3,3,4,4,4,1,1,1,2,1,1,1,1,1,1,1,1,0,0}, {3,3,3,3,3,3,3,3,3,3,4,4,4,4,2,1,1,1,1,1,1,0,0,0,0}, {3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0}, }; /// /// Contains the walkable data for the map /// 0 = character can walk over tile /// 1 = character can not walk over tile /// static public int[,] iWalkableMap = new int[iMapHeight, iMapWidth]{ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, {1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,1,1}, {1,1,0,0,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1}, {1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1}, {1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1}, {1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1}, {1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,1}, {1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,1}, {1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,1}, {1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,1,1}, {1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1}, {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1}, {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, }; //TODO: Array of Monsters associated with this area //TODO: Array of any NPCs associated with this area }//end Class }//end NameSpace