rename "tiles" to "obstacles"
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@ -35,7 +35,7 @@ namespace SemiColinGames {
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// TODO: remove this.
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// TODO: remove this.
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public const int TileSize = 16;
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public const int TileSize = 16;
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readonly Tile[] tiles;
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readonly Tile[] obstacles;
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readonly Tile[] decorations;
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readonly Tile[] decorations;
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// Kept around for resetting the world's entities after player death or level restart.
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// Kept around for resetting the world's entities after player death or level restart.
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readonly JToken entitiesLayer;
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readonly JToken entitiesLayer;
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@ -134,8 +134,8 @@ namespace SemiColinGames {
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}
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}
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// Get all the obstacles into a single array, sorted by X.
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// Get all the obstacles into a single array, sorted by X.
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obstacleTiles.AddRange(hazardTiles);
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obstacleTiles.AddRange(hazardTiles);
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tiles = obstacleTiles.ToArray();
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obstacles = obstacleTiles.ToArray();
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Array.Sort(tiles, CompareByX);
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Array.Sort(obstacles, CompareByX);
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// The background tiles are added before the rest of the decorations, so that they're drawn
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// The background tiles are added before the rest of the decorations, so that they're drawn
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// in the back.
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// in the back.
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backgroundTiles.AddRange(decorationTiles);
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backgroundTiles.AddRange(decorationTiles);
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@ -144,21 +144,21 @@ namespace SemiColinGames {
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// The obstacles are sorted by x-position. We maintain this invariant so that it's possible
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// The obstacles are sorted by x-position. We maintain this invariant so that it's possible
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// to efficiently find CollisionTargets that are nearby a given x-position.
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// to efficiently find CollisionTargets that are nearby a given x-position.
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CollisionTargets = new AABB[tiles.Length + 2];
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CollisionTargets = new AABB[obstacles.Length + 2];
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// Add a synthetic collisionTarget on the left side of the world.
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// Add a synthetic collisionTarget on the left side of the world.
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CollisionTargets[0] = new AABB(new Vector2(-1, 0), new Vector2(1, float.MaxValue));
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CollisionTargets[0] = new AABB(new Vector2(-1, 0), new Vector2(1, float.MaxValue));
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// Now add all the normal collisionTargets for every static terrain tile.
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// Now add all the normal collisionTargets for every obstacle.
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Vector2 halfSize = new Vector2(TileSize / 2, TileSize / 2);
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Vector2 halfSize = new Vector2(TileSize / 2, TileSize / 2);
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for (int i = 0; i < tiles.Length; i++) {
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for (int i = 0; i < obstacles.Length; i++) {
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Vector2 center = new Vector2(
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Vector2 center = new Vector2(
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tiles[i].Position.Left + halfSize.X, tiles[i].Position.Top + halfSize.Y);
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obstacles[i].Position.Left + halfSize.X, obstacles[i].Position.Top + halfSize.Y);
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CollisionTargets[i + 1] = new AABB(center, halfSize, tiles[i]);
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CollisionTargets[i + 1] = new AABB(center, halfSize, obstacles[i]);
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}
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}
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// Add a final synthetic collisionTarget on the right side of the world.
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// Add a final synthetic collisionTarget on the right side of the world.
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CollisionTargets[tiles.Length + 1] = new AABB(
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CollisionTargets[obstacles.Length + 1] = new AABB(
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new Vector2(Width + 1, 0), new Vector2(1, float.MaxValue));
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new Vector2(Width + 1, 0), new Vector2(1, float.MaxValue));
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}
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}
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@ -176,6 +176,7 @@ namespace SemiColinGames {
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(Player, npcs) = ParseEntities(entitiesLayer);
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(Player, npcs) = ParseEntities(entitiesLayer);
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}
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}
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// Draws everything that's behind the player, from back to front.
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public void DrawBackground(SpriteBatch spriteBatch) {
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public void DrawBackground(SpriteBatch spriteBatch) {
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foreach (Tile t in decorations) {
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foreach (Tile t in decorations) {
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t.Draw(spriteBatch);
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t.Draw(spriteBatch);
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@ -185,8 +186,9 @@ namespace SemiColinGames {
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}
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}
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}
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}
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// Draws everything that's in front of the player, from back to front.
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public void DrawForeground(SpriteBatch spriteBatch) {
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public void DrawForeground(SpriteBatch spriteBatch) {
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foreach (Tile t in tiles) {
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foreach (Tile t in obstacles) {
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t.Draw(spriteBatch);
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t.Draw(spriteBatch);
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}
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}
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}
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}
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