Level cells that overlap with ruins are removed during level generation (instead of just disabling collisions with them), background sprites can spawn on ruin walls
This commit is contained in:
@@ -155,18 +155,14 @@ namespace Voronoi2
|
||||
|
||||
for (int i = 1; i < vertices.Length; i++ )
|
||||
{
|
||||
GraphEdge ge = new GraphEdge();
|
||||
ge.point1 = vertices[i-1];
|
||||
ge.point2 = vertices[i];
|
||||
GraphEdge ge = new GraphEdge(vertices[i-1], vertices[i]);
|
||||
|
||||
System.Diagnostics.Debug.Assert(ge.point1 != ge.point2);
|
||||
|
||||
edges.Add(ge);
|
||||
}
|
||||
|
||||
GraphEdge lastEdge = new GraphEdge();
|
||||
lastEdge.point1 = vertices[0];
|
||||
lastEdge.point2 = vertices[vertices.Length-1];
|
||||
GraphEdge lastEdge = new GraphEdge(vertices[0], vertices[vertices.Length-1]);
|
||||
|
||||
edges.Add(lastEdge);
|
||||
|
||||
@@ -208,6 +204,12 @@ namespace Voronoi2
|
||||
get { return (point1 + point2) / 2.0f; }
|
||||
}
|
||||
|
||||
public GraphEdge(Vector2 point1, Vector2 point2)
|
||||
{
|
||||
this.point1 = point1;
|
||||
this.point2 = point2;
|
||||
}
|
||||
|
||||
public VoronoiCell AdjacentCell(VoronoiCell cell)
|
||||
{
|
||||
if (cell1==cell)
|
||||
|
||||
Reference in New Issue
Block a user