Description:
Ensure preserves don't overlap each other or contracted areas.
Commit status:
[Not Reviewed]
References:
Diff options:
Comments:
0 Commit comments
0 Inline Comments
Unresolved TODOs:
There are no unresolved TODOs
@@ -142,7 +142,9 | |||
|
142 | 142 | foreach (var i in step_until(area.squares[0].X, end_x)) { |
|
143 | 143 | foreach (var j in step_until(area.squares[0].Y, end_y)) { |
|
144 | 144 | var newSquare = new Vector2(i, j); |
|
145 |
|
|
|
145 | if (!occupied.Contains(newSquare)) { | |
|
146 | newSquares.Add(newSquare); | |
|
147 | } | |
|
146 | 148 | } |
|
147 | 149 | } |
|
148 | 150 |
@@ -194,7 +194,7 | |||
|
194 | 194 | this.tileBatch = new SpriteBatch(GraphicsDevice); |
|
195 | 195 | |
|
196 | 196 | // #if DEBUG |
|
197 | SoundEffectEngine.LoadSound(Content, "FNASound"); | |
|
197 | this.sound = SoundEffectEngine.LoadSound(Content, "FNASound"); | |
|
198 | 198 | SoundEffectEngine.LoadSound(Content, "Click"); |
|
199 | 199 | SoundEffectEngine.LoadSound(Content, "ClickPart1"); |
|
200 | 200 | SoundEffectEngine.LoadSound(Content, "ClickPart2"); |
You need to be logged in to leave comments.
Login now