Refactor tile creation to support assets from multiple tilesets.
GitOrigin-RevId: 9863c368214536e09009e27dcb68b8d42f3d04f0
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02aba3ad84
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101
Shared/World.cs
101
Shared/World.cs
@ -17,27 +17,88 @@ namespace SemiColinGames {
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Block
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}
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enum TileSet {
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Cemetery,
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Crypt,
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Dungeon,
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Forest,
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Garden,
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Grassland,
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Ruins,
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Sewer,
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Temple,
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Village,
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}
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class TileFactory {
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struct TileSetAndPoint {
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public TileSet tileSet;
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public Point point;
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public TileSetAndPoint(TileSet tileSet, int x, int y) {
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this.tileSet = tileSet;
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point = new Point(x, y);
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}
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}
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static readonly Dictionary<TileSet, string> tileSetToContentPath =
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new Dictionary<TileSet, string>() {
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{ TileSet.Cemetery, "tiles/anokolisa/cemetery" },
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{ TileSet.Crypt, "tiles/anokolisa/crypt" },
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{ TileSet.Dungeon, "tiles/anokolisa/dungeon" },
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{ TileSet.Forest, "tiles/anokolisa/forest" },
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{ TileSet.Garden, "tiles/anokolisa/garden" },
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{ TileSet.Grassland, "tiles/anokolisa/grassland" },
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{ TileSet.Ruins, "tiles/anokolisa/ruins" },
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{ TileSet.Sewer, "tiles/anokolisa/sewer" },
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{ TileSet.Temple, "tiles/anokolisa/temple" },
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{ TileSet.Village, "tiles/anokolisa/village" },
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};
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static readonly Dictionary<Terrain, TileSetAndPoint> terrainToTilePosition =
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new Dictionary<Terrain, TileSetAndPoint>() {
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{ Terrain.Grass, new TileSetAndPoint(TileSet.Grassland, 3, 0) },
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{ Terrain.GrassL, new TileSetAndPoint(TileSet.Grassland, 2, 0) },
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{ Terrain.GrassR, new TileSetAndPoint(TileSet.Grassland, 4, 0) },
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{ Terrain.Rock, new TileSetAndPoint(TileSet.Grassland, 3, 1) },
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{ Terrain.RockL, new TileSetAndPoint(TileSet.Grassland, 1, 2) },
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{ Terrain.RockR, new TileSetAndPoint(TileSet.Grassland, 5, 2) },
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{ Terrain.Water, new TileSetAndPoint(TileSet.Grassland, 9, 2) },
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{ Terrain.Block, new TileSetAndPoint(TileSet.Grassland, 6, 3) },
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};
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readonly Texture2D[] textures;
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public TileFactory(ContentManager content) {
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Array tileSets = Enum.GetValues(typeof(TileSet));
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textures = new Texture2D[tileSets.Length];
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foreach (TileSet tileSet in tileSets) {
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textures[(int) tileSet] = content.Load<Texture2D>(tileSetToContentPath[tileSet]);
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}
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}
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public Tile MakeTile(Terrain terrain, Rectangle position) {
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TileSet tileSet = terrainToTilePosition[terrain].tileSet;
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Texture2D texture = textures[(int) tileSet];
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return new Tile(terrain, position, texture, TextureSource(terrain));
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}
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private static Rectangle TextureSource(Terrain terrain) {
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int size = World.TileSize;
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Point pos = terrainToTilePosition[terrain].point;
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return new Rectangle(pos.X * size, pos.Y * size, size, size);
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}
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}
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class Tile {
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readonly Texture2D texture;
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readonly Rectangle textureSource;
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static readonly Dictionary<Terrain, Point> terrainToTilePosition =
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new Dictionary<Terrain, Point>() {
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{ Terrain.Grass, new Point(3, 0) },
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{ Terrain.GrassL, new Point(2, 0) },
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{ Terrain.GrassR, new Point(4, 0) },
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{ Terrain.Rock, new Point(3, 1) },
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{ Terrain.RockL, new Point(1, 2) },
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{ Terrain.RockR, new Point(5, 2) },
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{ Terrain.Water, new Point(9, 2) },
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{ Terrain.Block, new Point(6, 3) },
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};
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public Tile(Texture2D texture, Terrain terrain, Rectangle position) {
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this.texture = texture;
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public Tile(Terrain terrain, Rectangle position, Texture2D texture, Rectangle textureSource) {
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Terrain = terrain;
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Position = position;
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this.textureSource = TextureSource();
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this.texture = texture;
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this.textureSource = textureSource;
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}
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public Rectangle Position { get; private set; }
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@ -46,12 +107,6 @@ namespace SemiColinGames {
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public void Draw(SpriteBatch spriteBatch) {
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spriteBatch.Draw(texture, Position.Location.ToVector2(), textureSource, Color.White);
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}
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private Rectangle TextureSource() {
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int size = World.TileSize;
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Point pos = terrainToTilePosition[Terrain];
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return new Rectangle(pos.X * size, pos.Y * size, size, size);
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}
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}
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class World {
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@ -85,7 +140,7 @@ namespace SemiColinGames {
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};
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public World(ContentManager content, string levelSpecification) {
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Texture2D texture = content.Load<Texture2D>("tiles/anokolisa/grassland");
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TileFactory factory = new TileFactory(content);
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var tilesList = new List<Tile>();
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string[] worldDesc = levelSpecification.Split('\n');
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tileWidth = worldDesc.AsQueryable().Max(a => a.Length);
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@ -98,7 +153,7 @@ namespace SemiColinGames {
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if (charToTerrain.ContainsKey(key)) {
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Terrain terrain = charToTerrain[key];
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var position = new Rectangle(i * TileSize, j * TileSize, TileSize, TileSize);
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tilesList.Add(new Tile(texture, terrain, position));
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tilesList.Add(factory.MakeTile(terrain, position));
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}
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}
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}
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