Esempio n. 1
0
 /**
  * The filling process involves iterating over the whole map, clearing or setting the block mask, and painting the specified texture
  *   (using the specified rect!), or an alternative if the odds were in favor.
  */
 public override void Process(Action <uint, uint, Texture2D, Rect> painter, Bitmask currentBlockMask)
 {
     currentBlockMask.Fill(Blocking);
     for (uint y = 0; y < Height; y++)
     {
         for (uint x = 0; x < Width; x++)
         {
             Rect?picked = (OtherTilesPicker != null) ? OtherTilesPicker.Pick() : null;
             painter(x, y, picked != null ? OtherTilesPicker.Source : Source, picked != null ? picked.Value : SourceRect);
         }
     }
 }
Esempio n. 2
0
 /**
  * The biome-making process involves iterating over the whole map, computing the tile index based on its tile mask,
  *   computing the block mask, and generating the texture (perhaps using random tiles for central tile).
  */
 public override void Process(Action <uint, uint, Texture2D, Rect> painter, Bitmask currentBlockMask)
 {
     for (uint y = 0; y < Height; y++)
     {
         for (uint x = 0; x < Width; x++)
         {
             // Right now this does not mess with biomatic markers.
             // Just the block mask and the texture.
             int presenceIndex = 0;
             if (ParsedPresenceData[x, y])
             {
                 presenceIndex += 8;
             }
             if (ParsedPresenceData[x + 1, y])
             {
                 presenceIndex += 4;
             }
             if (ParsedPresenceData[x, y + 1])
             {
                 presenceIndex += 2;
             }
             if (ParsedPresenceData[x + 1, y + 1])
             {
                 presenceIndex += 1;
             }
             Rect?picked  = (presenceIndex == 15 && OtherTilesPicker != null) ? OtherTilesPicker.Pick() : null;
             Rect section = picked != null ? picked.Value : SourceRects[presenceIndex];
             painter(x, y, picked != null ? OtherTilesPicker.Source : Source, section);
             if ((PresenceBlockingMode != null) && (ExtendedPresence ? (presenceIndex != 0) : (presenceIndex == 15)))
             {
                 currentBlockMask[x, y] = PresenceBlockingMode.Value;
             }
         }
     }
 }