pull Width and Height into properties
GitOrigin-RevId: fe969e51cd393ff350f57acc38cc416954d57252
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16062f65c3
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@ -82,12 +82,10 @@ namespace SemiColinGames {
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class World {
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public const int TileSize = 16;
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readonly int width;
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readonly int height;
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readonly List<Tile> tiles = new List<Tile>();
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public int Width { get; }
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public int Height { get; }
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public int Width { get; private set; }
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public int Height { get; private set; }
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readonly string worldString = @"
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@ -109,11 +107,11 @@ namespace SemiColinGames {
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public World(Texture2D texture) {
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string[] worldDesc = worldString.Split('\n');
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width = worldDesc.AsQueryable().Max(a => a.Length);
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height = worldDesc.Length;
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Debug.WriteLine("world size: {0}x{1}", width, height);
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for (int j = 0; j < height; j++) {
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for (int i = 0; i < width; i++) {
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Width = worldDesc.AsQueryable().Max(a => a.Length);
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Height = worldDesc.Length;
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Debug.WriteLine("world size: {0}x{1}", Width, Height);
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for (int j = 0; j < Height; j++) {
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for (int i = 0; i < Width; i++) {
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Terrain terrain = Terrain.Empty;
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if (i < worldDesc[j].Length) {
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switch (worldDesc[j][i]) {
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@ -141,7 +139,6 @@ namespace SemiColinGames {
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case 'X':
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terrain = Terrain.Block;
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break;
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case ' ':
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default:
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terrain = Terrain.Empty;
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break;
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