rename "tiles" to "obstacles"
This commit is contained in:
parent
fa4784fc49
commit
36e70989af
@ -35,7 +35,7 @@ namespace SemiColinGames {
|
||||
|
||||
// TODO: remove this.
|
||||
public const int TileSize = 16;
|
||||
readonly Tile[] tiles;
|
||||
readonly Tile[] obstacles;
|
||||
readonly Tile[] decorations;
|
||||
// Kept around for resetting the world's entities after player death or level restart.
|
||||
readonly JToken entitiesLayer;
|
||||
@ -134,8 +134,8 @@ namespace SemiColinGames {
|
||||
}
|
||||
// Get all the obstacles into a single array, sorted by X.
|
||||
obstacleTiles.AddRange(hazardTiles);
|
||||
tiles = obstacleTiles.ToArray();
|
||||
Array.Sort(tiles, CompareByX);
|
||||
obstacles = obstacleTiles.ToArray();
|
||||
Array.Sort(obstacles, CompareByX);
|
||||
// The background tiles are added before the rest of the decorations, so that they're drawn
|
||||
// in the back.
|
||||
backgroundTiles.AddRange(decorationTiles);
|
||||
@ -144,21 +144,21 @@ namespace SemiColinGames {
|
||||
|
||||
// The obstacles are sorted by x-position. We maintain this invariant so that it's possible
|
||||
// to efficiently find CollisionTargets that are nearby a given x-position.
|
||||
CollisionTargets = new AABB[tiles.Length + 2];
|
||||
CollisionTargets = new AABB[obstacles.Length + 2];
|
||||
|
||||
// Add a synthetic collisionTarget on the left side of the world.
|
||||
CollisionTargets[0] = new AABB(new Vector2(-1, 0), new Vector2(1, float.MaxValue));
|
||||
|
||||
// Now add all the normal collisionTargets for every static terrain tile.
|
||||
// Now add all the normal collisionTargets for every obstacle.
|
||||
Vector2 halfSize = new Vector2(TileSize / 2, TileSize / 2);
|
||||
for (int i = 0; i < tiles.Length; i++) {
|
||||
for (int i = 0; i < obstacles.Length; i++) {
|
||||
Vector2 center = new Vector2(
|
||||
tiles[i].Position.Left + halfSize.X, tiles[i].Position.Top + halfSize.Y);
|
||||
CollisionTargets[i + 1] = new AABB(center, halfSize, tiles[i]);
|
||||
obstacles[i].Position.Left + halfSize.X, obstacles[i].Position.Top + halfSize.Y);
|
||||
CollisionTargets[i + 1] = new AABB(center, halfSize, obstacles[i]);
|
||||
}
|
||||
|
||||
// Add a final synthetic collisionTarget on the right side of the world.
|
||||
CollisionTargets[tiles.Length + 1] = new AABB(
|
||||
CollisionTargets[obstacles.Length + 1] = new AABB(
|
||||
new Vector2(Width + 1, 0), new Vector2(1, float.MaxValue));
|
||||
}
|
||||
|
||||
@ -176,6 +176,7 @@ namespace SemiColinGames {
|
||||
(Player, npcs) = ParseEntities(entitiesLayer);
|
||||
}
|
||||
|
||||
// Draws everything that's behind the player, from back to front.
|
||||
public void DrawBackground(SpriteBatch spriteBatch) {
|
||||
foreach (Tile t in decorations) {
|
||||
t.Draw(spriteBatch);
|
||||
@ -185,8 +186,9 @@ namespace SemiColinGames {
|
||||
}
|
||||
}
|
||||
|
||||
// Draws everything that's in front of the player, from back to front.
|
||||
public void DrawForeground(SpriteBatch spriteBatch) {
|
||||
foreach (Tile t in tiles) {
|
||||
foreach (Tile t in obstacles) {
|
||||
t.Draw(spriteBatch);
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user