public static bool HasIntake(GridPipe pipe, int which) { return(intakeArray[pipe.index][(which + pipe.rotation) % 4] == 1); }
public static void DrawTile(SpriteBatch b, Vector2 tile, GridPipe which, Color color) { float layerDepth = (tile.Y * (16 * Game1.pixelZoom) + 16 * Game1.pixelZoom) / 10000f; b.Draw(pipeTexture, Game1.GlobalToLocal(Game1.viewport, tile * 64), new Rectangle(which.rotation * 64, which.index * 64, 64, 64), color, 0, Vector2.Zero, 1, SpriteEffects.None, layerDepth); }