public ScreenMap(World world, ScreenMapInfo info) { var ts = Game.ModData.Manifest.TileSize; var width = world.Map.MapSize.X * ts.Width; var height = world.Map.MapSize.Y * ts.Height; partitionedFrozenActors = new Cache<Player, SpatiallyPartitioned<FrozenActor>>( _ => new SpatiallyPartitioned<FrozenActor>(width, height, info.BinSize)); partitionedActors = new SpatiallyPartitioned<Actor>(width, height, info.BinSize); }
public ScreenMap(World world, ScreenMapInfo info) { var size = world.Map.Grid.TileSize; var width = world.Map.MapSize.X * size.Width; var height = world.Map.MapSize.Y * size.Height; partitionedFrozenActors = new Cache<Player, SpatiallyPartitioned<FrozenActor>>( _ => new SpatiallyPartitioned<FrozenActor>(width, height, info.BinSize)); partitionedActors = new SpatiallyPartitioned<Actor>(width, height, info.BinSize); }
public ScreenMap(World world, ScreenMapInfo info) { var ts = Game.ModData.Manifest.TileSize; var width = world.Map.MapSize.X * ts.Width; var height = world.Map.MapSize.Y * ts.Height; partitionedFrozenActors = new Cache <Player, SpatiallyPartitioned <FrozenActor> >( _ => new SpatiallyPartitioned <FrozenActor>(width, height, info.BinSize)); partitionedActors = new SpatiallyPartitioned <Actor>(width, height, info.BinSize); }
public ScreenMap(World world, ScreenMapInfo info) { var size = world.Map.Grid.TileSize; var width = world.Map.MapSize.X * size.Width; var height = world.Map.MapSize.Y * size.Height; partitionedFrozenActors = new Cache <Player, SpatiallyPartitioned <FrozenActor> >( _ => new SpatiallyPartitioned <FrozenActor>(width, height, info.BinSize)); partitionedActors = new SpatiallyPartitioned <Actor>(width, height, info.BinSize); }
public ScreenMap(World world, ScreenMapInfo info) { this.info = info; cols = world.Map.MapSize.X * Game.CellSize / info.BinSize + 1; rows = world.Map.MapSize.Y * Game.CellSize / info.BinSize + 1; frozen = new Cache<Player, Dictionary<FrozenActor, Rectangle>[]>(InitializeFrozenActors); actors = new Dictionary<Actor, Rectangle>[rows * cols]; for (var j = 0; j < rows; j++) for (var i = 0; i < cols; i++) actors[j * cols + i] = new Dictionary<Actor, Rectangle>(); }
public ScreenMap(World world, ScreenMapInfo info) { this.info = info; var ts = Game.modData.Manifest.TileSize; cols = world.Map.MapSize.X * ts.Width / info.BinSize + 1; rows = world.Map.MapSize.Y * ts.Height / info.BinSize + 1; frozen = new Cache<Player, Dictionary<FrozenActor, Rectangle>[]>(InitializeFrozenActors); actors = new Dictionary<Actor, Rectangle>[rows * cols]; for (var j = 0; j < rows; j++) for (var i = 0; i < cols; i++) actors[j * cols + i] = new Dictionary<Actor, Rectangle>(); }
public ScreenMap(World world, ScreenMapInfo info) { this.info = info; cols = world.Map.MapSize.X * Game.CellSize / info.BinSize + 1; rows = world.Map.MapSize.Y * Game.CellSize / info.BinSize + 1; frozen = new Cache <Player, Dictionary <FrozenActor, Rectangle>[]>(InitializeFrozenActors); actors = new Dictionary <Actor, Rectangle> [rows * cols]; for (var j = 0; j < rows; j++) { for (var i = 0; i < cols; i++) { actors[j * cols + i] = new Dictionary <Actor, Rectangle>(); } } }
public ScreenMap(World world, ScreenMapInfo info) { this.info = info; var ts = Game.modData.Manifest.TileSize; cols = world.Map.MapSize.X * ts.Width / info.BinSize + 1; rows = world.Map.MapSize.Y * ts.Height / info.BinSize + 1; frozen = new Cache <Player, Dictionary <FrozenActor, Rectangle>[]>(InitializeFrozenActors); actors = new Dictionary <Actor, Rectangle> [rows * cols]; for (var j = 0; j < rows; j++) { for (var i = 0; i < cols; i++) { actors[j * cols + i] = new Dictionary <Actor, Rectangle>(); } } }
public ScreenMap(World world, ScreenMapInfo info) { var size = world.Map.Grid.TileSize; var width = world.Map.MapSize.X * size.Width; var height = world.Map.MapSize.Y * size.Height; partitionedMouseFrozenActors = new Cache <Player, SpatiallyPartitioned <FrozenActor> >( _ => new SpatiallyPartitioned <FrozenActor>(width, height, info.BinSize)); partitionedMouseActors = new SpatiallyPartitioned <Actor>(width, height, info.BinSize); selectActorAndBounds = a => partitionedMouseActorBounds[a]; partitionedRenderableFrozenActors = new Cache <Player, SpatiallyPartitioned <FrozenActor> >( _ => new SpatiallyPartitioned <FrozenActor>(width, height, info.BinSize)); partitionedRenderableActors = new SpatiallyPartitioned <Actor>(width, height, info.BinSize); partitionedRenderableEffects = new SpatiallyPartitioned <IEffect>(width, height, info.BinSize); addOrUpdateFrozenActors = new Cache <Player, HashSet <FrozenActor> >(_ => new HashSet <FrozenActor>()); removeFrozenActors = new Cache <Player, HashSet <FrozenActor> >(_ => new HashSet <FrozenActor>()); }