private void DrawGlassBlock(GlassBlockBlueprint c) { var x1 = (c.X - c.Width / 2) / 64; var y1 = (c.Y - c.Height / 2) / 64; var x2 = (c.X + c.Width / 2) / 64; var y2 = (c.Y + c.Height / 2) / 64; FillMapRot(x1, y1, x2, y2, c.Rotation, 'H'); }
public GlassBlock(GDGameScreen scrn, GlassBlockBlueprint blueprint) : base(scrn, GDConstants.ORDER_GAME_WALL) { Blueprint = blueprint; var pos = new FPoint(blueprint.X, blueprint.Y); _width = blueprint.Width; _height = blueprint.Height; _rotation = FloatMath.ToRadians(blueprint.Rotation); _bounds = new FRotatedRectangle(pos, _width, _height, _rotation); Position = pos; DrawingBoundingBox = _bounds.OuterSize; this.GDOwner().GDBackground.RegisterBlockedBlock(_bounds.WithNoRotation(), _rotation); }