GUIStyle improvements & some simple UI graphics, networking bugfixes, separate Random class, some StyleCop cleanup
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@@ -77,7 +77,7 @@ namespace Subsurface
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// connections.Add(new LocationConnection(locations[i], locations[closestIndex], level));
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//}
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currentLocation = locations[0];
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currentLocation = locations[locations.Count/2];
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}
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private void GenerateLocations()
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@@ -87,8 +87,9 @@ namespace Subsurface
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List<Vector2> sites = new List<Vector2>();
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for (int i = 0; i < 50; i++)
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{
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sites.Add(new Vector2((float)Game1.random.NextDouble() * size, (float)Game1.random.NextDouble() * size));
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sites.Add(new Vector2(Rand.Range(0.0f, size), Rand.Range(0.0f, size)));
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}
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List<GraphEdge> edges = voronoi.MakeVoronoiGraph(sites, size, size);
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sites.Clear();
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@@ -106,7 +107,7 @@ namespace Subsurface
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Vector2[] points = new Vector2[] { edge.point1, edge.point2 };
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int positionIndex = Game1.random.Next(0, 1);
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int positionIndex = Rand.Int(1);
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Vector2 position = points[positionIndex];
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if (newLocations[1 - i] != null && newLocations[1 - i].MapPosition == position) position = points[1 - positionIndex];
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@@ -167,6 +168,8 @@ namespace Subsurface
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if (highlightedLocation!=null)
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{
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Vector2 pos = highlightedLocation.MapPosition * scale;
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pos.X = (int)pos.X;
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pos.Y = (int)pos.Y;
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spriteBatch.DrawString(GUI.font, highlightedLocation.Name, pos + new Vector2(rect.X - 50, rect.Y), Color.White);
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GUI.DrawRectangle(spriteBatch, new Rectangle(rect.X + (int)pos.X - 4, rect.Y + (int)pos.Y - 4, 5 + 8, 5 + 8), Color.White, false);
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}
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@@ -174,6 +177,8 @@ namespace Subsurface
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if (selectedLocation != null)
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{
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Vector2 pos = selectedLocation.MapPosition * scale;
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pos.X = (int)pos.X;
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pos.Y = (int)pos.Y;
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spriteBatch.DrawString(GUI.font, selectedLocation.Name, pos + new Vector2(rect.X - 50, rect.Y), Color.White);
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GUI.DrawRectangle(spriteBatch, new Rectangle(rect.X + (int)pos.X - 4, rect.Y + (int)pos.Y - 4, 5 + 8, 5 + 8), Color.White, false);
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}
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