public void GatherRenderables(EntityManager manager, Camera camera) { for (int i = 0; i < width * height; i++) { renderData[i].layer = Layer.None; } // @GACK: its a pain to do this for every type... for (int i = 0; i < manager.grass.Count; i++) { Grass g = manager.grass[i]; TryAddToRenderables(camera, g.position, g.renderable, Layer.Floor); } for (int i = 0; i < manager.snow.Count; i++) { Snow g = manager.snow[i]; TryAddToRenderables(camera, g.position, g.renderable, Layer.Floor); } for (int i = 0; i < manager.rats.Count; i++) { Rat r = manager.rats[i]; TryAddToRenderables(camera, r.position, r.renderable, Layer.Ground); } TryAddToRenderables(camera, manager.player.position, manager.player.renderable, Layer.Ground); // Set all the layers to None so it's easy to automatically override }
public EntityHandle AddGrass(Grass g) { EntityHandle handle = AddEntity(EntityType.Grass, grass.Count); grass.Add(g); return(handle); }
void GenerateBiomes() { int biomeCount = 4; Rect[] biomeRegions = new Rect[biomeCount]; Vector2 biomeDimensions = new Vector2(worldDimensions.x / biomeCount, worldDimensions.y / biomeCount); biomeRegions[0].dimensions = biomeDimensions; biomeRegions[1].position = new Vector2(biomeDimensions.x, 0); biomeRegions[1].dimensions = biomeDimensions; biomeRegions[2].position = new Vector2(0, biomeDimensions.y); biomeRegions[2].dimensions = biomeDimensions; biomeRegions[3].position = new Vector2(biomeDimensions.x, biomeDimensions.y); biomeRegions[3].dimensions = biomeDimensions; Vector2 cursorPosition = new Vector2(0, 0); Grass g = new Grass(cursorPosition); Snow s = new Snow(cursorPosition); for (int y = 0; y < worldDimensions.y; y++) { for (int x = 0; x < worldDimensions.x; x++) { cursorPosition.x = x; cursorPosition.y = y; if (GameMath.PointInRect(biomeRegions[0], cursorPosition)) { g = new Grass(cursorPosition); entityManager.AddGrass(g); } else if (GameMath.PointInRect(biomeRegions[1], cursorPosition)) { s = new Snow(cursorPosition); entityManager.AddSnow(s); } else { g = new Grass(cursorPosition); entityManager.AddGrass(g); } } } }
void GenerateGrass() { Vector2 cursorPosition = new Vector2(0, 0); Grass grass = new Grass(cursorPosition); for (int y = 0; y < worldDimensions.y; y++) { for (int x = 0; x < worldDimensions.x; x++) { cursorPosition.x = x; cursorPosition.y = y; grass.position = new Vector2(cursorPosition); entityManager.AddGrass(grass); } } }