properly handle non-rectangular input string[]s
GitOrigin-RevId: eb580f2e9c5a6d93827982240fd295ba30fdb0c4
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@ -1,7 +1,7 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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namespace SemiColinGames {
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namespace SemiColinGames {
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enum Terrain {
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enum Terrain {
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@ -111,41 +111,44 @@ namespace SemiColinGames {
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"...................................................................] [.............] [..............................................................] [......................................................." };
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"...................................................................] [.............] [..............................................................] [......................................................." };
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public World(Texture2D texture) {
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public World(Texture2D texture) {
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width = worldDesc[0].Length;
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width = worldDesc.AsQueryable().Max(a => a.Length);
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height = worldDesc.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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tiles = new Tile[width, height];
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tiles = new Tile[width, height];
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for (int j = 0; j < height; j++) {
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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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for (int i = 0; i < width; i++) {
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Terrain terrain;
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Terrain terrain = Terrain.Empty;
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switch (worldDesc[j][i]) {
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if (i < worldDesc[j].Length) {
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case '=':
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switch (worldDesc[j][i]) {
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terrain = Terrain.Grass;
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case '=':
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break;
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terrain = Terrain.Grass;
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case '<':
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break;
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terrain = Terrain.GrassL;
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case '<':
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break;
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terrain = Terrain.GrassL;
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case '>':
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break;
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terrain = Terrain.GrassR;
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case '>':
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break;
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terrain = Terrain.GrassR;
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case '.':
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break;
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terrain = Terrain.Rock;
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case '.':
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break;
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terrain = Terrain.Rock;
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case '[':
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break;
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terrain = Terrain.RockL;
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case '[':
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break;
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terrain = Terrain.RockL;
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case ']':
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break;
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terrain = Terrain.RockR;
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case ']':
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break;
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terrain = Terrain.RockR;
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case '~':
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break;
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terrain = Terrain.Water;
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case '~':
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break;
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terrain = Terrain.Water;
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case 'X':
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break;
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terrain = Terrain.Block;
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case 'X':
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break;
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terrain = Terrain.Block;
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case ' ':
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break;
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default:
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case ' ':
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terrain = Terrain.Empty;
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default:
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break;
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terrain = Terrain.Empty;
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break;
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}
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}
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}
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var position = new Rectangle(i * TileSize, j * TileSize, TileSize, TileSize);
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var position = new Rectangle(i * TileSize, j * TileSize, TileSize, TileSize);
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tiles[i, j] = new Tile(texture, terrain, position);
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tiles[i, j] = new Tile(texture, terrain, position);
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