use stored world in Minimap

This commit is contained in:
Bob
2010-01-19 12:29:42 +13:00
parent b3ea880ca5
commit 7055690485

View File

@@ -9,6 +9,7 @@ namespace OpenRa.Graphics
{
class Minimap
{
readonly World world;
Sheet sheet, mapOnlySheet;
SpriteRenderer rgbaRenderer;
Sprite sprite, mapOnlySprite;
@@ -19,6 +20,7 @@ namespace OpenRa.Graphics
public Minimap(World world, Renderer r)
{
this.world = world;
sheet = new Sheet(r, new Size(128, 128));
mapOnlySheet = new Sheet(r, new Size(128, 128));
@@ -40,15 +42,15 @@ namespace OpenRa.Graphics
public void Update()
{
if (Game.world.Map.Theater != theater)
if (world.Map.Theater != theater)
{
terrainTypeColors = null;
theater = Game.world.Map.Theater;
theater = world.Map.Theater;
}
if (terrainTypeColors == null)
{
var pal = new Palette(FileSystem.Open(Game.world.Map.Theater + ".pal"));
var pal = new Palette(FileSystem.Open(world.Map.Theater + ".pal"));
terrainTypeColors = new[] {theater.ToLowerInvariant() == "snow" ? 0xe3 :0x1a, 0x63, 0x2f, 0x1f, 0x14, 0x64, 0x1f, 0x68, 0x6b, 0x6d }
.Select( a => Color.FromArgb(alpha, pal.GetColor(a) )).ToArray();
@@ -61,8 +63,8 @@ namespace OpenRa.Graphics
terrain = new Bitmap(128, 128);
for (var y = 0; y < 128; y++)
for (var x = 0; x < 128; x++)
terrain.SetPixel(x, y, Game.world.Map.IsInMap(x, y)
? terrainTypeColors[Game.world.TileSet.GetWalkability(Game.world.Map.MapTiles[x, y])]
terrain.SetPixel(x, y, world.Map.IsInMap(x, y)
? terrainTypeColors[world.TileSet.GetWalkability(world.Map.MapTiles[x, y])]
: shroudColor);
}
@@ -71,13 +73,13 @@ namespace OpenRa.Graphics
oreLayer = new Bitmap(terrain);
for (var y = 0; y < 128; y++)
for (var x = 0; x < 128; x++)
if (Game.world.Map.ContainsResource(new int2(x, y)))
if (world.Map.ContainsResource(new int2(x, y)))
oreLayer.SetPixel(x, y, terrainTypeColors[(int)TerrainMovementType.Ore]);
}
mapOnlySheet.Texture.SetData(oreLayer);
if (!Game.world.Actors.Any(a => a.Owner == Game.LocalPlayer && a.traits.Contains<ProvidesRadar>()))
if (!world.Actors.Any(a => a.Owner == Game.LocalPlayer && a.traits.Contains<ProvidesRadar>()))
return;
var bitmap = new Bitmap(oreLayer);
@@ -91,13 +93,13 @@ namespace OpenRa.Graphics
for (var y = 0; y < 128; y++)
for (var x = 0; x < 128; x++)
{
var b = Game.world.BuildingInfluence.GetBuildingAt(new int2(x, y));
var b = world.BuildingInfluence.GetBuildingAt(new int2(x, y));
if (b != null)
*(c + (y * bitmapData.Stride >> 2) + x) =
(b.Owner != null ? playerColors[(int)b.Owner.Palette] : terrainTypeColors[4]).ToArgb();
}
foreach (var a in Game.world.Actors.Where(a => a.traits.Contains<Unit>()))
foreach (var a in world.Actors.Where(a => a.traits.Contains<Unit>()))
*(c + (a.Location.Y * bitmapData.Stride >> 2) + a.Location.X) =
playerColors[(int)a.Owner.Palette].ToArgb();