sneak/Shared/SneakWorld.cs

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C#
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Newtonsoft.Json.Linq;
using System;
using System.Collections.Generic;
namespace SemiColinGames {
public sealed class SneakWorld : IWorld {
// Size of World in terms of tile grid.
private int gridWidth;
private int gridHeight;
private readonly Tile[] obstacles;
private readonly Tile[] decorations;
// Kept around for resetting the world's entities after player death or level restart.
private readonly JToken entitiesLayer;
private NPC[] npcs;
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public Player Player { get; private set; }
public AABB[] CollisionTargets { get; }
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public LinesOfSight LinesOfSight { get; private set; }
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public Camera Camera { get; }
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// Size of World in pixels.
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public readonly int Width;
public readonly int Height;
// TODO: it seems weird that World takes in a GraphicsDevice. Remove it?
public SneakWorld(GraphicsDevice graphics, string json) {
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Camera = new Camera();
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LinesOfSight = new LinesOfSight(graphics);
JObject root = JObject.Parse(json);
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Width = root.SelectToken("width").Value<int>();
Height = root.SelectToken("height").Value<int>();
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List<Tile> hazardTiles = new List<Tile>();
List<Tile> obstacleTiles = new List<Tile>();
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List<Tile> obstacleTiles8 = new List<Tile>();
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List<Tile> decorationTiles = new List<Tile>();
List<Tile> backgroundTiles = new List<Tile>();
foreach (JToken layer in root.SelectToken("layers").Children()) {
string layerName = layer.SelectToken("name").Value<string>();
if (layerName == "entities") {
entitiesLayer = layer;
(Player, npcs) = ParseEntities(layer);
continue;
}
List<Tile> tileList = ParseLayer(layer);
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if (layerName == "hazards") {
hazardTiles = tileList;
} else if (layerName == "obstacles") {
obstacleTiles = tileList;
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} else if (layerName == "obstacles-8") {
obstacleTiles8 = tileList;
} else if (layerName == "decorations") {
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decorationTiles = tileList;
} else if (layerName == "background") {
backgroundTiles = tileList;
}
}
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// Get all the obstacles into a single array, sorted by X.
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obstacleTiles.AddRange(obstacleTiles8);
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obstacleTiles.AddRange(hazardTiles);
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obstacles = obstacleTiles.ToArray();
Array.Sort(obstacles, Tile.CompareByX);
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// The background tiles are added before the rest of the decorations, so that they're drawn
// in the back.
backgroundTiles.AddRange(decorationTiles);
decorations = backgroundTiles.ToArray();
Debug.WriteLine("world size: {0}x{1}", gridWidth, gridHeight);
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// The obstacles 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.
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CollisionTargets = new AABB[obstacles.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));
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// Now add all the normal collisionTargets for every obstacle.
for (int i = 0; i < obstacles.Length; i++) {
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Tile obstacle = obstacles[i];
CollisionTargets[i + 1] = new AABB(
obstacle.Position.Center.ToVector2(), obstacle.Position.HalfSize(), obstacle);
}
// Add a final synthetic collisionTarget on the right side of the world.
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CollisionTargets[obstacles.Length + 1] = new AABB(
new Vector2(Width + 1, 0), new Vector2(1, float.MaxValue));
}
~SneakWorld() {
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Dispose();
}
public void Dispose() {
LinesOfSight.Dispose();
GC.SuppressFinalize(this);
}
private List<Tile> ParseLayer(JToken layer) {
string layerName = layer.SelectToken("name").Value<string>();
var tileList = new List<Tile>();
int layerWidth = layer.SelectToken("gridCellsX").Value<int>();
int layerHeight = layer.SelectToken("gridCellsY").Value<int>();
gridWidth = Math.Max(gridWidth, layerWidth);
gridHeight = Math.Max(gridHeight, layerHeight);
int dataIndex = -1;
int tileWidth = layer.SelectToken("gridCellWidth").Value<int>();
int tileHeight = layer.SelectToken("gridCellHeight").Value<int>();
int textureWidth = Textures.Grassland.Get.Width / tileWidth;
foreach (int textureIndex in layer.SelectToken("data").Values<int>()) {
dataIndex++;
if (textureIndex == -1) {
continue;
}
int i = dataIndex % layerWidth;
int j = dataIndex / layerWidth;
Rectangle position = new Rectangle(
i * tileWidth, j * tileHeight, tileWidth, tileHeight);
int x = textureIndex % textureWidth;
int y = textureIndex / textureWidth;
Rectangle textureSource = new Rectangle(
x * tileWidth, y * tileHeight, tileWidth, tileHeight);
bool isHazard = layerName == "hazards";
tileList.Add(new Tile(Textures.Grassland, textureSource, position, isHazard));
}
return tileList;
}
private (Player, NPC[]) ParseEntities(JToken layer) {
Player player = null;
List<NPC> npcs = new List<NPC>();
foreach (JToken entity in layer.SelectToken("entities").Children()) {
string name = entity.SelectToken("name").Value<string>();
int x = entity.SelectToken("x").Value<int>();
int y = entity.SelectToken("y").Value<int>();
int facing = entity.SelectToken("flippedX").Value<bool>() ? -1 : 1;
if (name == "player") {
player = new Player(new Vector2(x, y), facing);
} else if (name == "executioner") {
npcs.Add(new NPC(new Vector2(x, y), facing));
}
}
return (player, npcs.ToArray());
}
private void Reset() {
(Player, npcs) = ParseEntities(entitiesLayer);
}
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public void Update(float modelTime, History<Input> input) {
Player.Update(modelTime, this, input);
foreach (NPC npc in npcs) {
npc.Update(modelTime, this);
}
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if (Player.Health <= 0) {
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Reset();
}
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LinesOfSight.Update(npcs, CollisionTargets);
Camera.Update(modelTime, Player, Width, Height);
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}
public void ScreenShake() {
Camera.Shake();
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}
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// Draws everything that's behind the player, from back to front.
public void DrawBackground(SpriteBatch spriteBatch) {
foreach (Tile t in decorations) {
t.Draw(spriteBatch);
}
foreach (NPC npc in npcs) {
npc.Draw(spriteBatch);
}
}
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// Draws everything that's in front of the player, from back to front.
public void DrawForeground(SpriteBatch spriteBatch) {
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foreach (Tile t in obstacles) {
t.Draw(spriteBatch);
}
}
}
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public class Tile {
public static int CompareByX(Tile t1, Tile t2) {
return t1.Position.X.CompareTo(t2.Position.X);
}
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private readonly TextureRef texture;
private readonly Rectangle textureSource;
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public Tile(TextureRef texture, Rectangle textureSource, Rectangle position, bool isHazard) {
Position = position;
this.texture = texture;
this.textureSource = textureSource;
IsHazard = isHazard;
}
public Rectangle Position { get; private set; }
public bool IsHazard = false;
public void Draw(SpriteBatch spriteBatch) {
spriteBatch.Draw(
texture.Get, Position.Location.ToVector2(), textureSource, Color.White);
}
}
}