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using Mundus.Data;
using Mundus.Data.Superlayers.Mobs;
namespace Mundus.Service {
public static class Calculate {
/*Depending on whether you are on the edge of the map or in the center, the screen renders a bit differently.
*On the edge it doesn't follow the player and only shows the corner "chunk". In the other parts it follows the
*the player, making sure he stays in the center of the screen.
*This means that when the player is followed, rendered part of the map depend on the player position, but when
*he isn't, it depends on the screen and map sizes.*/
//kind of hardcoded
public static int CalculateMaxY(int size) {
int maxY = (LMI.Player.YPos - 2 >= 0) ? LMI.Player.YPos + 2 : size - 1;
if (maxY >= MapSizes.CurrSize) maxY = MapSizes.CurrSize - 1;
return maxY;
}
public static int CalculateStartY(int size) {
int startY = (LMI.Player.YPos - 2 <= MapSizes.CurrSize - size) ? LMI.Player.YPos - 2 : MapSizes.CurrSize - size;
if (startY < 0) startY = 0;
return startY;
}
public static int CalculateMaxX(int size) {
int maxX = (LMI.Player.XPos - 2 >= 0) ? LMI.Player.XPos + 2 : size - 1;
if (maxX >= MapSizes.CurrSize) maxX = MapSizes.CurrSize - 1;
return maxX;
}
public static int CalculateStartX(int size) {
int startX = (LMI.Player.XPos - 2 <= MapSizes.CurrSize - size) ? LMI.Player.XPos - 2 : MapSizes.CurrSize - size;
if (startX < 0) startX = 0;
return startX;
}
//Screen buttons show only a certain part of the whole map
public static int CalculateYFromButton(int buttonYPos, int size) {
int newYPos = (LMI.Player.YPos - 2 >= 0) ? LMI.Player.YPos - 2 + buttonYPos : buttonYPos;
if (LMI.Player.YPos > MapSizes.CurrSize - 3) newYPos = buttonYPos + MapSizes.CurrSize - size;
return newYPos;
}
public static int CalculateXFromButton(int buttonXPos, int size) {
int newXPos = (LMI.Player.XPos - 2 >= 0) ? LMI.Player.XPos - 2 + buttonXPos : buttonXPos;
if (LMI.Player.XPos > MapSizes.CurrSize - 3) newXPos = buttonXPos + MapSizes.CurrSize - size;
return newXPos;
}
}
}
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