Examples of toNorth()


Examples of me.daddychurchill.CityWorld.Support.SurroundingRoads.toNorth()

       
        // round things out
        if (!roads.toWest() && roads.toEast() && !roads.toNorth() && roads.toSouth())
          generateRoundedOut(generator, context, chunk, sidewalkWidth, sidewalkWidth,
              false, false);
        if (!roads.toWest() && roads.toEast() && roads.toNorth() && !roads.toSouth())
          generateRoundedOut(generator, context, chunk, sidewalkWidth, chunk.width - sidewalkWidth - 4,
              false, true);
        if (roads.toWest() && !roads.toEast() && !roads.toNorth() && roads.toSouth())
          generateRoundedOut(generator, context, chunk, chunk.width - sidewalkWidth - 4, sidewalkWidth,
              true, false);
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Examples of me.daddychurchill.CityWorld.Support.SurroundingRoads.toNorth()

          generateRoundedOut(generator, context, chunk, sidewalkWidth, sidewalkWidth,
              false, false);
        if (!roads.toWest() && roads.toEast() && roads.toNorth() && !roads.toSouth())
          generateRoundedOut(generator, context, chunk, sidewalkWidth, chunk.width - sidewalkWidth - 4,
              false, true);
        if (roads.toWest() && !roads.toEast() && !roads.toNorth() && roads.toSouth())
          generateRoundedOut(generator, context, chunk, chunk.width - sidewalkWidth - 4, sidewalkWidth,
              true, false);
        if (roads.toWest() && !roads.toEast() && roads.toNorth() && !roads.toSouth())
          generateRoundedOut(generator, context, chunk, chunk.width - sidewalkWidth - 4, chunk.width - sidewalkWidth - 4,
              true, true);
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Examples of me.daddychurchill.CityWorld.Support.SurroundingRoads.toNorth()

          generateRoundedOut(generator, context, chunk, sidewalkWidth, chunk.width - sidewalkWidth - 4,
              false, true);
        if (roads.toWest() && !roads.toEast() && !roads.toNorth() && roads.toSouth())
          generateRoundedOut(generator, context, chunk, chunk.width - sidewalkWidth - 4, sidewalkWidth,
              true, false);
        if (roads.toWest() && !roads.toEast() && roads.toNorth() && !roads.toSouth())
          generateRoundedOut(generator, context, chunk, chunk.width - sidewalkWidth - 4, chunk.width - sidewalkWidth - 4,
              true, true);
      }

      // crosswalks?
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Examples of me.daddychurchill.CityWorld.Support.SurroundingRoads.toNorth()

        // center bit
        decayRoad(chunk, sidewalkWidth, chunk.width - sidewalkWidth, pavementLevel, sidewalkWidth, chunk.width - sidewalkWidth);
       
        // road to the whatever
        if (roads.toNorth())
          decayRoad(chunk, sidewalkWidth, chunk.width - sidewalkWidth, pavementLevel, 0, sidewalkWidth);
        if (roads.toSouth())
          decayRoad(chunk, sidewalkWidth, chunk.width - sidewalkWidth, pavementLevel, chunk.width - sidewalkWidth, chunk.width);
        if (roads.toWest())
          decayRoad(chunk, 0, sidewalkWidth, pavementLevel, sidewalkWidth, chunk.width - sidewalkWidth);
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Examples of me.daddychurchill.CityWorld.Support.SurroundingRoads.toNorth()

        // sidewalk edges
        if (!roads.toWest())
          decaySidewalk(generator, chunk, 0, sidewalkWidth, sidewalkLevel, sidewalkWidth, chunk.width - sidewalkWidth);
        if (!roads.toEast())
          decaySidewalk(generator, chunk, chunk.width - sidewalkWidth, chunk.width, sidewalkLevel, sidewalkWidth, chunk.width - sidewalkWidth);
        if (!roads.toNorth())
          decaySidewalk(generator, chunk, sidewalkWidth, chunk.width - sidewalkWidth, sidewalkLevel, 0, sidewalkWidth);
        if (!roads.toSouth())
          decaySidewalk(generator, chunk, sidewalkWidth, chunk.width - sidewalkWidth, sidewalkLevel, chunk.width - sidewalkWidth, chunk.width);
       
      }
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Examples of me.daddychurchill.CityWorld.Support.SurroundingRoads.toNorth()

       
        // tunnel to the east/west
        if (roads.toWest() && roads.toEast()) {
          chunk.setBlock(3, sidewalkLevel + 7, 8, context.lightMat);
          chunk.setBlock(12, sidewalkLevel + 7, 7, context.lightMat);
        } else if (roads.toNorth() && roads.toSouth()) {
          chunk.setBlock(8, sidewalkLevel + 7, 3, context.lightMat);
          chunk.setBlock(7, sidewalkLevel + 7, 12, context.lightMat);
        }
       
        // add nature on top
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Examples of me.daddychurchill.CityWorld.Support.SurroundingRoads.toNorth()

      // defaults
      boolean vaultNorthWest = false;
      boolean vaultSouthWest = false;
      boolean vaultNorthEast = false;
      boolean vaultSouthEast = false;
      boolean centerNorth = !roads.toNorth();
      boolean centerSouth = !roads.toSouth();
      boolean centerWest = !roads.toWest();
      boolean centerEast = !roads.toEast();
     
      // empty out the sewer
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Examples of me.daddychurchill.CityWorld.Support.SurroundingRoads.toNorth()

      chunk.setBlocks(6, 10, base2Y - 1, base2Y, 15, 16, sewerMaterial, chunkOdds, sewerCeilingData, sewerWallData);
      chunk.setBlocks(0, 1, base2Y - 1, base2Y, 6, 10, sewerMaterial, chunkOdds, sewerCeilingData, sewerWallData);
      chunk.setBlocks(15, 16, base2Y - 1, base2Y, 6, 10, sewerMaterial, chunkOdds, sewerCeilingData, sewerWallData);
     
      // cardinal directions known walls and ditches
      if (!roads.toNorth()) {
        chunk.setBlocks(5, 11, sewerY, base2Y, 0, 1, sewerMaterial, chunkOdds, sewerWallData, sewerFloorData);
        chunk.setBlocks(5, 11, base2Y - 1, base2Y, 1, 2, sewerMaterial, chunkOdds, sewerCeilingData, sewerWallData);
      } else {
        chunk.setBlocks(7, 9, sewerY - 1, sewerY, 0, 7, emptyMaterial);
      }
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Examples of me.daddychurchill.CityWorld.Support.SurroundingRoads.toNorth()

      } else {
        chunk.setBlocks(9, 16, sewerY - 1, sewerY, 7, 9, emptyMaterial);
      }
     
      // show our bias
      if (roads.toNorth()) {
        vaultNorthWest = sewerNorthWestBias;
        vaultNorthEast = sewerNorthEastBias;
      }
      if (roads.toSouth()) {
        vaultSouthWest = sewerSouthWestBias;
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Examples of me.daddychurchill.CityWorld.Support.SurroundingRoads.toNorth()

        vaultNorthEast = sewerNorthEastBias;
        vaultSouthEast = sewerSouthEastBias;
      }
     
      // make sure there is a way down
      if (roads.toNorth() && roads.toWest()) {
        vaultNorthWest = true;
      }
     
      // figure out the center
      if (!(vaultNorthWest && vaultNorthEast && vaultSouthWest && vaultSouthEast)) {
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