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4 uses uLandTemplates, uLandOutline; |
4 uses uLandTemplates, uLandOutline; |
5 |
5 |
6 procedure GenTemplated(var Template: TEdgeTemplate); |
6 procedure GenTemplated(var Template: TEdgeTemplate); |
7 procedure DivideEdges(fillPointsCount: LongWord; var pa: TPixAr); |
7 procedure DivideEdges(fillPointsCount: LongWord; var pa: TPixAr); |
8 |
8 |
|
9 var minDistance: LongInt; // different details size |
|
10 |
9 implementation |
11 implementation |
10 uses uVariables, uConsts, uFloat, uLandUtils, uRandom, SDLh, math; |
12 uses uVariables, uConsts, uFloat, uLandUtils, uRandom, SDLh, math; |
11 |
13 |
12 var minDistance: LongInt; // different details size |
|
13 |
14 |
14 procedure SetPoints(var Template: TEdgeTemplate; var pa: TPixAr; fps: PPointArray); |
15 procedure SetPoints(var Template: TEdgeTemplate; var pa: TPixAr; fps: PPointArray); |
15 var i: LongInt; |
16 var i: LongInt; |
16 begin |
17 begin |
17 with Template do |
18 with Template do |
335 ResizeLand(Template.TemplateWidth, Template.TemplateHeight); |
336 ResizeLand(Template.TemplateWidth, Template.TemplateHeight); |
336 for y:= 0 to LAND_HEIGHT - 1 do |
337 for y:= 0 to LAND_HEIGHT - 1 do |
337 for x:= 0 to LAND_WIDTH - 1 do |
338 for x:= 0 to LAND_WIDTH - 1 do |
338 Land[y, x]:= lfBasic; |
339 Land[y, x]:= lfBasic; |
339 |
340 |
340 minDistance:= max(cFeatureSize,12); |
341 minDistance:= max(cFeatureSize*5,12); |
341 MaxHedgehogs:= Template.MaxHedgehogs; |
342 MaxHedgehogs:= Template.MaxHedgehogs; |
342 hasGirders:= Template.hasGirders; |
343 hasGirders:= Template.hasGirders; |
343 playHeight:= Template.TemplateHeight; |
344 playHeight:= Template.TemplateHeight; |
344 playWidth:= Template.TemplateWidth; |
345 playWidth:= Template.TemplateWidth; |
345 leftX:= (LAND_WIDTH - playWidth) div 2; |
346 leftX:= (LAND_WIDTH - playWidth) div 2; |