Unhardcode terrain types. Needs a bit more work re initialization and bridges

This commit is contained in:
Paul Chote
2010-06-26 10:55:29 +12:00
parent 8fbbaddce9
commit bf6b2da1a8
31 changed files with 138 additions and 3127 deletions

View File

@@ -330,7 +330,7 @@ namespace OpenRA.Editor
surface1.Invalidate();
}
}
void SavePreviewImage(string filepath)
{
var Map = surface1.Map;
@@ -338,19 +338,15 @@ namespace OpenRA.Editor
var xs = Map.TopLeft.X;
var ys = Map.TopLeft.Y;
var terrainTypeColors = new TerrainColorSet(colors);
var bitmap = new Bitmap(Map.Width, Map.Height);
for (var x = 0; x < Map.Width; x++)
for (var y = 0; y < Map.Height; y++)
bitmap.SetPixel(x, y, terrainTypeColors.ColorForTerrainType(
tileset.GetTerrainType(Map.MapTiles[x + xs, y + ys])));
bitmap.SetPixel(x, y, tileset.Terrain[tileset.GetTerrainType(Map.MapTiles[x + xs, y + ys])].Color);
for (var x = 0; x < Map.Width; x++)
for (var y = 0; y < Map.Height; y++)
if (Map.MapResources[x + xs, y + ys].type > 0)
bitmap.SetPixel(x, y, terrainTypeColors.ColorForTerrainType(TerrainType.Ore));
bitmap.SetPixel(x, y, tileset.Terrain["Ore"].Color);
bitmap.Save(filepath, ImageFormat.Png);
}