Ejemplo n.º 1
0
        private WorldBlock[, ,] GetEmptyWorld(int sizeX, int sizeY, Block fillBlock, Block borderBlock)
        {
            var blockArray = new WorldBlock[2, sizeX, sizeY];

            int maxX = sizeX - 1;
            int maxY = sizeY - 1;

            // Fill the middle with GravityNothing blocks
            for (var l = Layer.Background; l >= Layer.Foreground; l += -1)
                for (int x = 0; x <= maxX; x++)
                    for (int y = 0; y <= maxY; y++)
                        NewBlock(blockArray, l, x, y, fillBlock);

            // Border drawing
            for (int y = 0; y <= maxY; y++)
            {
                blockArray[0, 0, y].SetBlock(borderBlock);
                blockArray[0, maxX, y].SetBlock(borderBlock);
            }

            for (int x = 0; x <= maxX; x++)
            {
                blockArray[0, x, 0].SetBlock(borderBlock);
                blockArray[0, x, maxY].SetBlock(borderBlock);
            }

            return blockArray;
        }
Ejemplo n.º 2
0
        private void RaisePlaceWorld(WorldBlock b, WorldBlock oldB, int userId = -1)
        {
            Player p;
            this._playerService.TryGetPlayer(userId, out p);

            this.SynchronizePlatform.Do(() =>
                this.Events.Raise(new PlaceWorldEvent(b, oldB, p)));
        }
Ejemplo n.º 3
0
 internal PlaceWorldEvent(WorldBlock worldBlock, WorldBlock oldWorldBlock, Player player)
 {
     this.OldWorldBlock = oldWorldBlock;
     this.WorldBlock = worldBlock;
     this.Player = player;
 }
Ejemplo n.º 4
0
 private void NewBlock(WorldBlock[,,] blockArray, Layer layer, int x, int y, Block block)
 {
     blockArray[(int)layer, x, y] = new WorldBlock(this.MetadataPlatform, layer, x, y, block);
 }
Ejemplo n.º 5
0
        private IEnumerable<WorldBlock> GetBlocks(int l, byte[] byteArrayX, byte[] byteArrayY, WorldBlock[,,] worldArray)
        {
            for (int i = 0; i <= byteArrayX.Length - 1; i += 2)
            {
                int x = byteArrayX[i] * 256 + byteArrayX[i + 1];
                int y = byteArrayY[i] * 256 + byteArrayY[i + 1];

                yield return worldArray[l, x, y];
            }
        }