Example #1
0
        /// <summary>
        /// Checks if a ledge would be valid if superimposed to a higher tilemap by checking if said higher
        /// tilemap contains a tile either:
        ///     1. Above (on the superimposed tile map) the tile that the ledge originated from (on base tilemap)
        ///     2. Above and adjacent (on superimposed tilemap) the tile that the ledge originated from IN THE
        ///        DIRECTION that the ledge is in.
        /// </summary>
        /// <param name="ledge">Ledge being checked for validity.</param>
        /// <param name="baseTileMap">TileMap that the ledge is on.</param>
        /// <param name="superTileMap">TileMap that ledge would be superimposed to if valid.</param>
        /// <returns>True is valid, false otherwise.</returns>
        private static bool _IsLedgeValid(TileEdge ledge, TileMap baseTileMap, TileMap superTileMap)
        {
            Vector2 aboveTile    = TileFuncs.GetTileAboveOrBelow(ledge.tileCoords, baseTileMap.ZIndex, superTileMap.ZIndex);
            Vector2 adjAboveTile = TileFuncs.GetTileAdjacent(aboveTile, ledge.tileSide);

            return(superTileMap.GetCellv(aboveTile) == TileMap.InvalidCell &&
                   superTileMap.GetCellv(adjAboveTile) == TileMap.InvalidCell);
        }
Example #2
0
        /// <summary>
        /// Given some input edge, grabs the tile it originated from and attempts to calculate coordinates
        /// for some adjacent tile on the observed layer (which should be lower than the current layer).
        /// </summary>
        /// <param name="edge">Edge that is checked for what tile it originated from.</param>
        /// <param name="currentLayer">Layer of edge.</param>
        /// <param name="observedLayer">Layer of the tile that this func calcs coords for.</param>
        /// <returns>Coordinates of some adjacent tile on the observed layer, even if it does not exist.</returns>
        private static Vector2 _GetAdjLowerCoords(TileEdge edge, int currentLayer, int observedLayer)
        {
            Vector2 currentTile = edge.tileCoords;
            int     side        = edge.tileSide;

            Vector2 belowTile    = TileFuncs.GetTileAboveOrBelow(currentTile, currentLayer, observedLayer);
            Vector2 adjBelowTile = TileFuncs.GetTileAdjacent(belowTile, side);

            return(adjBelowTile);
        }