|
|
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Newtonsoft.Json.Linq; using System; using System.Collections.Generic; using System.Linq;
namespace SemiColinGames {
public class Tile { private TextureRef texture; private Rectangle textureSource;
public Tile(TextureRef texture, Rectangle textureSource, Rectangle position) { Position = position; this.texture = texture; this.textureSource = textureSource; }
public Rectangle Position { get; private set; } public bool IsHarmful = false;
public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw( texture.Get, Position.Location.ToVector2(), textureSource, Color.White); } }
public class World {
// Size of World in terms of tile grid.
private int gridWidth; private int gridHeight;
// TODO: remove this.
public const int TileSize = 16; readonly Tile[] tiles; readonly Tile[] decorations; // Kept around for resetting the world's entities after player death or level restart.
readonly JToken entitiesLayer;
NPC[] npcs; public Player Player { get; private set; }
// Size of World in pixels.
public int Width { get { return gridWidth * TileSize; } }
public int Height { get { return gridHeight * TileSize; } }
private List<Tile> ParseLayer(JToken layer) { 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); tileList.Add(new Tile(Textures.Grassland, textureSource, position)); }
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 Point(x, y), facing); } else if (name == "executioner") { npcs.Add(new NPC(new Point(x, y), facing)); } } return (player, npcs.ToArray()); }
public World(string json) { JObject root = JObject.Parse(json);
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); if (layerName == "obstacles") { tiles = tileList.ToArray(); } else if (layerName == "decorations") { decorationTiles = tileList; } else if (layerName == "background") { backgroundTiles = tileList; } } // 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);
// 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, tiles[i]); }
// 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 Update(float modelTime, History<Input> input) { Player.Update(modelTime, this, input); foreach (NPC npc in npcs) { npc.Update(modelTime, this); } if (Player.Health <= 0) { Reset(); } }
void Reset() { (Player, npcs) = ParseEntities(entitiesLayer); }
public void DrawBackground(SpriteBatch spriteBatch) { foreach (Tile t in decorations) { t.Draw(spriteBatch); } foreach (NPC npc in npcs) { npc.Draw(spriteBatch); } }
public void DrawForeground(SpriteBatch spriteBatch) { foreach (Tile t in tiles) { t.Draw(spriteBatch); } }
public AABB[] CollisionTargets { get; } } }
|