sneak/Shared/World.cs

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C#
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System.Collections.Generic;
using System.Linq;
namespace SemiColinGames {
enum Terrain {
Empty,
Grass,
GrassL,
GrassR,
Rock,
RockL,
RockR,
Water,
Block
}
class Tile {
readonly Texture2D texture;
public Tile(Texture2D texture, Terrain terrain, Rectangle position) {
this.texture = texture;
Terrain = terrain;
Position = position;
}
public Rectangle Position { get; private set; }
public Terrain Terrain { get; private set; }
public void Draw(SpriteBatch spriteBatch, Camera camera) {
int size = World.TileSize;
Vector2 drawPos = new Vector2(Position.Left - camera.Left, Position.Top);
switch (Terrain) {
case Terrain.Grass: {
Rectangle source = new Rectangle(3 * size, 0 * size, size, size);
spriteBatch.Draw(texture, drawPos, source, Color.White);
break;
}
case Terrain.GrassL: {
Rectangle source = new Rectangle(2 * size, 0 * size, size, size);
spriteBatch.Draw(texture, drawPos, source, Color.White);
break;
}
case Terrain.GrassR: {
Rectangle source = new Rectangle(4 * size, 0 * size, size, size);
spriteBatch.Draw(texture, drawPos, source, Color.White);
break;
}
case Terrain.Rock: {
Rectangle source = new Rectangle(3 * size, 1 * size, size, size);
spriteBatch.Draw(texture, drawPos, source, Color.White);
break;
}
case Terrain.RockL: {
Rectangle source = new Rectangle(1 * size, 2 * size, size, size);
spriteBatch.Draw(texture, drawPos, source, Color.White);
break;
}
case Terrain.RockR: {
Rectangle source = new Rectangle(5 * size, 2 * size, size, size);
spriteBatch.Draw(texture, drawPos, source, Color.White);
break;
}
case Terrain.Water: {
Rectangle source = new Rectangle(9 * size, 2 * size, size, size);
spriteBatch.Draw(texture, drawPos, source, Color.White);
break;
}
case Terrain.Block: {
Rectangle source = new Rectangle(6 * size, 3 * size, size, size);
spriteBatch.Draw(texture, drawPos, source, Color.White);
break;
}
case Terrain.Empty:
default:
break;
}
}
}
class World {
public const int TileSize = 16;
readonly Tile[] tiles;
// Size of World in terms of tile grid.
private readonly int tileWidth;
private readonly int tileHeight;
// Size of World in pixels.
public int Width {
get { return tileWidth * TileSize; }
}
public int Height {
get { return tileHeight * TileSize; }
}
readonly string worldString = @"
X
.
X <======> <==X X <=> <XX> XX .
XXX .
XXXX .
XXXXX .
X <X=X> <> <> <X> = <> X X X X <> X X XX X <=X> XXXXXX .
<> [] [] XX XX XXX XX XXXXXXX .
<> [] [] [] XXX XXX XXXX XXX <> <> XXXXXXXX
[]12345678[]123456[]123456789[]1234567890 123456 123456 12345 1234 12345 1234 123XXXX XXXX1234XXXXX XXXX1234[]123 1234567[]XXXXXXXXX12345678
====================> <====..========..======..=========..=========> <=============> <==============================================================> <=======..==============..==============================
....................] [............................................] [.............] [..............................................................] [.......................................................";
public World(Texture2D texture) {
var tilesList = new List<Tile>();
string[] worldDesc = worldString.Split('\n');
tileWidth = worldDesc.AsQueryable().Max(a => a.Length);
tileHeight = worldDesc.Length;
Debug.WriteLine("world size: {0}x{1}", tileWidth, tileHeight);
for (int i = 0; i < tileWidth; i++) {
for (int j = 0; j < tileHeight; j++) {
Terrain terrain = Terrain.Empty;
if (i < worldDesc[j].Length) {
switch (worldDesc[j][i]) {
case '=':
terrain = Terrain.Grass;
break;
case '<':
terrain = Terrain.GrassL;
break;
case '>':
terrain = Terrain.GrassR;
break;
case '.':
terrain = Terrain.Rock;
break;
case '[':
terrain = Terrain.RockL;
break;
case ']':
terrain = Terrain.RockR;
break;
case '~':
terrain = Terrain.Water;
break;
case 'X':
terrain = Terrain.Block;
break;
default:
terrain = Terrain.Empty;
break;
}
}
if (terrain != Terrain.Empty) {
var position = new Rectangle(i * TileSize, j * TileSize, TileSize, TileSize);
tilesList.Add(new Tile(texture, terrain, position));
}
}
}
tiles = tilesList.ToArray();
// Because we added tiles from left to right, the CollisionTargets are sorted by x-position.
// We maintain this invariant so that it's possible to efficiently find CollisionTargets that
// are nearby a given x-position.
CollisionTargets = new Aabb[tiles.Length + 2];
// Add a synthetic collisionTarget on the left side of the world.
CollisionTargets[0] = new Aabb(new Vector2(-1, 0), new Vector2(1, float.MaxValue));
// Now add all the normal collisionTargets for every static terrain tile.
Vector2 halfSize = new Vector2(TileSize / 2, TileSize / 2);
for (int i = 0; i < tiles.Length; i++) {
Vector2 center = new Vector2(
tiles[i].Position.Left + halfSize.X, tiles[i].Position.Top + halfSize.Y);
CollisionTargets[i + 1] = new Aabb(center, halfSize);
}
// Add a final synthetic collisionTarget on the right side of the world.
CollisionTargets[tiles.Length + 1] = new Aabb(
new Vector2(Width + 1, 0), new Vector2(1, float.MaxValue));
}
public void Draw(SpriteBatch spriteBatch, Camera camera) {
foreach (Tile t in tiles) {
t.Draw(spriteBatch, camera);
}
}
public Aabb[] CollisionTargets { get; }
}
}