Esempio n. 1
0
 public bool NukeTiles(Mazes.Rect r)
 {
     for (int i = r.p.X; i < r.p.X + r.offset.X; i++)
     {
         for (int j = r.p.Y; j < r.p.Y + r.offset.Y; j++)
         {
             Main.tile[i, j].active = false;
             Main.tile[i, j].type   = 0;
             //Main.tile[i, j].lava = false;
             //Main.tile[i, j].liquid = 0;
             //Main.tile[i, j].wall = 0;
             //Main.tile[i, j].wire = false;
         }
     }
     return(true);
 }
Esempio n. 2
0
 private bool TestPointForTunnel(Mazes.Point p)
 { // check that the point is within the selected area, and is active (has a tile on it)
     Mazes.Rect r = new Mazes.Rect(x, y, x2 - (this.totalWidth * 2), y2 - (this.totalWidth * 2));
     return (r.PointInRect(p) && Main.tile[p.X, p.Y].active());
 }
Esempio n. 3
0
 private bool TestPointForTunnel(Mazes.Point p)
 { // check that the point is within the selected area, and is active (has a tile on it)
     Mazes.Rect r = new Mazes.Rect(x, y, x2 - (this.totalWidth * 2), y2 - (this.totalWidth * 2));
     return(r.PointInRect(p) && Main.tile[p.X, p.Y].active);
 }