Package me.daddychurchill.CityWorld.Support

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


    chunk.setBlocks(0, sidewalkWidth, sidewalkLevel, sidewalkLevel + 1, chunk.width - sidewalkWidth, chunk.width, sidewalkMaterial);
    chunk.setBlocks(chunk.width - sidewalkWidth, chunk.width, sidewalkLevel, sidewalkLevel + 1, 0, sidewalkWidth, sidewalkMaterial);
    chunk.setBlocks(chunk.width - sidewalkWidth, chunk.width, sidewalkLevel, sidewalkLevel + 1, chunk.width - sidewalkWidth, chunk.width, sidewalkMaterial);
   
    // sidewalk edges
    if (!roads.toWest())
      chunk.setBlocks(0, sidewalkWidth, sidewalkLevel, sidewalkLevel + 1, sidewalkWidth, chunk.width - sidewalkWidth, sidewalkMaterial);
    if (!roads.toEast())
      chunk.setBlocks(chunk.width - sidewalkWidth, chunk.width, sidewalkLevel, sidewalkLevel + 1, sidewalkWidth, chunk.width - sidewalkWidth, sidewalkMaterial);
    if (!roads.toNorth())
      chunk.setBlocks(sidewalkWidth, chunk.width - sidewalkWidth, sidewalkLevel, sidewalkLevel + 1, 0, sidewalkWidth, sidewalkMaterial);
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//      if (crosswalkEast)
//        generateWECrosswalk(chunk, chunk.width - sidewalkWidth, chunk.width, pavementLevel, sidewalkWidth, chunk.width - sidewalkWidth);
//    }
     
    // 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);
View Full Code Here

     
    // 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);
View Full Code Here

      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);
View Full Code Here

      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?
    calculateCrosswalks(roads);
View Full Code Here

      // 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);
      if (roads.toEast())
        decayRoad(chunk, chunk.width - sidewalkWidth, chunk.width, pavementLevel, sidewalkWidth, chunk.width - sidewalkWidth);

      // sidewalk corners
View Full Code Here

      decaySidewalk(generator, chunk, 0, sidewalkWidth, sidewalkLevel, chunk.width - sidewalkWidth, chunk.width);
      decaySidewalk(generator, chunk, chunk.width - sidewalkWidth, chunk.width, sidewalkLevel, 0, sidewalkWidth);
      decaySidewalk(generator, chunk, chunk.width - sidewalkWidth, chunk.width, sidewalkLevel, chunk.width - sidewalkWidth, chunk.width);
     
      // 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);
View Full Code Here

      // clear a little space
      chunk.setLayer(sidewalkLevel, 4, getAirMaterial(generator, sidewalkLevel));
     
      // bridge to the east/west
      if (roads.toWest() && roads.toEast()) {
       
        // more bridge beside this one?
        boolean toWest = HeightInfo.getHeightsFast(generator, originX - chunk.width, originZ).isSea();
        boolean toEast = HeightInfo.getHeightsFast(generator, originX + chunk.width, originZ).isSea();
       
View Full Code Here

      }

      // draw a bridge bits
      // bridge to the east/west
      if (cityRoad) {
        if (roads.toWest() && roads.toEast()) {
          if (HeightInfo.getHeightsFast(generator, originX - chunk.width, originZ).isSea() &&
            HeightInfo.getHeightsFast(generator, originX + chunk.width, originZ).isSea()) {
           
            // lights please
            generateLightPost(generator, chunk, context, sidewalkLevel + 5, 7, 0);
View Full Code Here

      chunk.setBlocks(0, sidewalkWidth, sidewalkLevel, sidewalkLevel + 1, chunk.width - sidewalkWidth, chunk.width, sidewalkMaterial);
      chunk.setBlocks(chunk.width - sidewalkWidth, chunk.width, sidewalkLevel, sidewalkLevel + 1, 0, sidewalkWidth, sidewalkMaterial);
      chunk.setBlocks(chunk.width - sidewalkWidth, chunk.width, sidewalkLevel, sidewalkLevel + 1, chunk.width - sidewalkWidth, chunk.width, sidewalkMaterial);
     
      // sidewalk edges
      if (!roads.toWest())
        chunk.setBlocks(0, sidewalkWidth, sidewalkLevel, sidewalkLevel + 1, sidewalkWidth, chunk.width - sidewalkWidth, sidewalkMaterial);
      if (!roads.toEast())
        chunk.setBlocks(chunk.width - sidewalkWidth, chunk.width, sidewalkLevel, sidewalkLevel + 1, sidewalkWidth, chunk.width - sidewalkWidth, sidewalkMaterial);
      if (!roads.toNorth())
        chunk.setBlocks(sidewalkWidth, chunk.width - sidewalkWidth, sidewalkLevel, sidewalkLevel + 1, 0, sidewalkWidth, sidewalkMaterial);
View Full Code Here

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