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Wall.pde
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Wall.pde
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enum Wall {
TOP_1,
TOP_2,
TOP_3,
FRONT,
LEFT,
RIGHT,
FRONT_LEFT,
FRONT_RIGHT,
TOP_LEFT,
TOP_RIGHT,
CORNER_TOP_LEFT,
CORNER_TOP_RIGHT,
CORNER_LEFT,
CORNER_RIGHT,
CORNER_BOTTOM_LEFT,
CORNER_BOTTOM_RIGHT,
CORNER_FRONT_LEFT,
CORNER_FRONT_RIGHT,
INNER_CORNER_L_TOP_LEFT,
INNER_CORNER_L_TOP_RIGHT,
INNER_CORNER_MID_LEFT,
INNER_CORNER_MID_RIGHT,
INNER_CORNER_T_TOP_LEFT,
INNER_CORNER_T_TOP_RIGHT
}
Wall[] types = {
Wall.TOP_1,
Wall.TOP_2,
Wall.TOP_3,
Wall.FRONT,
Wall.LEFT,
Wall.RIGHT,
Wall.FRONT_LEFT,
Wall.FRONT_RIGHT,
Wall.TOP_LEFT,
Wall.TOP_RIGHT,
Wall.CORNER_TOP_LEFT,
Wall.CORNER_TOP_RIGHT,
Wall.CORNER_LEFT,
Wall.CORNER_RIGHT,
Wall.CORNER_BOTTOM_LEFT,
Wall.CORNER_BOTTOM_RIGHT,
Wall.CORNER_FRONT_LEFT,
Wall.CORNER_FRONT_RIGHT,
Wall.INNER_CORNER_L_TOP_LEFT,
Wall.INNER_CORNER_L_TOP_RIGHT,
Wall.INNER_CORNER_MID_LEFT,
Wall.INNER_CORNER_MID_RIGHT,
Wall.INNER_CORNER_T_TOP_LEFT,
Wall.INNER_CORNER_T_TOP_RIGHT
};
void showWall(float x, float y, Wall type) {
pushMatrix();
pushStyle();
translate(x, y);
switch(type) {
case TOP_1:
image(walls[WALL_TOP_1], 0, 0, tilew, tileh);
break;
case TOP_2:
image(walls[WALL_TOP_2], 0, 0, tilew, tileh);
break;
case TOP_3:
image(walls[WALL_TOP_3], 0, 0, tilew, tileh);
break;
case FRONT:
image(walls[WALL_2], 0, 0, tilew, tileh);
break;
case LEFT:
image(walls[WALL_MID_LEFT], 0, 0, tilew, tileh);
break;
case RIGHT:
image(walls[WALL_MID_RIGHT], 0, 0, tilew, tileh);
break;
case FRONT_LEFT:
image(walls[WALL_FRONT_LEFT], 0, 0, tilew, tileh);
break;
case FRONT_RIGHT:
image(walls[WALL_FRONT_RIGHT], 0, 0, tilew, tileh);
break;
case TOP_LEFT:
image(walls[WALL_TOP_LEFT], 0, 0, tilew, tileh);
break;
case TOP_RIGHT:
image(walls[WALL_TOP_RIGHT], 0, 0, tilew, tileh);
break;
case CORNER_TOP_LEFT:
image(walls[WALL_CORNER_TOP_LEFT], 0, 0, tilew, tileh);
break;
case CORNER_TOP_RIGHT:
image(walls[WALL_CORNER_TOP_RIGHT], 0, 0, tilew, tileh);
break;
case CORNER_LEFT:
image(walls[WALL_CORNER_LEFT], 0, 0, tilew, tileh);
break;
case CORNER_RIGHT:
image(walls[WALL_CORNER_RIGHT], 0, 0, tilew, tileh);
break;
case CORNER_BOTTOM_LEFT:
image(walls[WALL_CORNER_BOTTOM_LEFT], 0, 0, tilew, tileh);
break;
case CORNER_BOTTOM_RIGHT:
image(walls[WALL_CORNER_BOTTOM_RIGHT], 0, 0, tilew, tileh);
break;
case CORNER_FRONT_LEFT:
image(walls[WALL_CORNER_FRONT_LEFT], 0, 0, tilew, tileh);
break;
case CORNER_FRONT_RIGHT:
image(walls[WALL_CORNER_FRONT_RIGHT], 0, 0, tilew, tileh);
break;
case INNER_CORNER_L_TOP_LEFT:
image(walls[WALL_INNER_CORNER_L_TOP_LEFT], 0, 0, tilew, tileh);
break;
case INNER_CORNER_L_TOP_RIGHT:
image(walls[WALL_INNER_CORNER_L_TOP_RIGHT], 0, 0, tilew, tileh);
break;
case INNER_CORNER_MID_LEFT:
image(walls[WALL_INNER_CORNER_MID_LEFT], 0, 0, tilew, tileh);
break;
case INNER_CORNER_MID_RIGHT:
image(walls[WALL_INNER_CORNER_MID_RIGHT], 0, 0, tilew, tileh);
break;
case INNER_CORNER_T_TOP_LEFT:
image(walls[WALL_INNER_CORNER_T_TOP_LEFT], 0, 0, tilew, tileh);
break;
case INNER_CORNER_T_TOP_RIGHT:
image(walls[WALL_INNER_CORNER_T_TOP_RIGHT], 0, 0, tilew, tileh);
break;
}
popStyle();
popMatrix();
}