sneak/Shared/World.cs

170 lines
7.7 KiB
C#
Raw Normal View History

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;
this.Terrain = terrain;
this.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 List<Tile> tiles = new List<Tile>();
public int Width { get; private set; }
public int Height { get; private set; }
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) {
string[] worldDesc = worldString.Split('\n');
Width = worldDesc.AsQueryable().Max(a => a.Length);
Height = worldDesc.Length;
Debug.WriteLine("world size: {0}x{1}", Width, Height);
for (int j = 0; j < Height; j++) {
for (int i = 0; i < Width; i++) {
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);
tiles.Add(new Tile(texture, terrain, position));
}
}
}
}
public void Draw(SpriteBatch spriteBatch, Camera camera) {
foreach (Tile t in tiles) {
t.Draw(spriteBatch, camera);
}
}
public List<Rectangle> CollisionTargets() {
var result = new List<Rectangle>();
foreach (Tile t in tiles) {
result.Add(t.Position);
}
return result;
}
}
}