* The second value is the offset moving NW (negative comes forward-right).
*/
static final float[][] TOWER_CONFIG = new float[][] {
- // x, z, y, #
new float[] { 0, 0, RISER, 4 },
new float[] { 25, -10, RISER, 4 },
new float[] { 50, -22.5, FLOOR, 5 },
public Model buildModel() {
- // TODO: (Mark Slee, Alex Green, or Ben Morrow): The Cube # is determined by the order in this list.
- // "raw object index" is serialized by running through towermapping and then individual cube mapping below.
- // We can do better than this. The raw object index should be obvious from the code-- looking through the
- // rendered simulation and counting through cubes in mapping mode is grossly inefficient.
-
List<Tower> towers = new ArrayList<Tower>();
Cube[] cubes = new Cube[200];
int cubeIndex = 1;