simplify DrawTanksStep
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7bc45d1d58
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83ee185c50
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@ -4,31 +4,13 @@ using TanksServer.GameLogic;
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namespace TanksServer.Graphics;
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namespace TanksServer.Graphics;
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internal sealed class DrawTanksStep : IDrawStep
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internal sealed class DrawTanksStep(MapEntityManager entityManager) : IDrawStep
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{
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{
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private readonly MapEntityManager _entityManager;
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private readonly bool[,] _tankSprite = LoadTankSprite();
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private readonly bool[] _tankSprite;
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private readonly int _tankSpriteWidth;
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public DrawTanksStep(MapEntityManager entityManager)
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{
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_entityManager = entityManager;
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using var tankImage = Image.Load<Rgba32>("assets/tank.png");
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_tankSprite = new bool[tankImage.Height * tankImage.Width];
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var whitePixel = new Rgba32(byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue);
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var i = 0;
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for (var y = 0; y < tankImage.Height; y++)
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for (var x = 0; x < tankImage.Width; x++, i++)
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_tankSprite[i] = tankImage[x, y] == whitePixel;
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_tankSpriteWidth = tankImage.Width;
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}
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public void Draw(GamePixelGrid pixels)
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public void Draw(GamePixelGrid pixels)
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{
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{
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foreach (var tank in _entityManager.Tanks)
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foreach (var tank in entityManager.Tanks)
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{
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{
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var tankPosition = tank.Bounds.TopLeft;
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var tankPosition = tank.Bounds.TopLeft;
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@ -49,8 +31,21 @@ internal sealed class DrawTanksStep : IDrawStep
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{
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{
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var x = tankRotation % 4 * (MapService.TileSize + 1);
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var x = tankRotation % 4 * (MapService.TileSize + 1);
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var y = (int)Math.Floor(tankRotation / 4d) * (MapService.TileSize + 1);
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var y = (int)Math.Floor(tankRotation / 4d) * (MapService.TileSize + 1);
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var index = (y + dy) * _tankSpriteWidth + x + dx;
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return _tankSprite[index];
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return _tankSprite[x + dx, y + dy];
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}
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private static bool[,] LoadTankSprite()
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{
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using var tankImage = Image.Load<Rgba32>("assets/tank.png");
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var tankSprite = new bool[tankImage.Width, tankImage.Height];
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var whitePixel = new Rgba32(byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue);
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for (var y = 0; y < tankImage.Height; y++)
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for (var x = 0; x < tankImage.Width; x++)
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tankSprite[x, y] = tankImage[x, y] == whitePixel;
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return tankSprite;
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}
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}
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}
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}
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