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@ -11,10 +11,11 @@ namespace SemiColinGames { |
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private TextureRef texture; |
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private Rectangle textureSource; |
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public Tile(TextureRef texture, Rectangle textureSource, Rectangle position) { |
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public Tile(TextureRef texture, Rectangle textureSource, Rectangle position, bool isHazard) { |
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Position = position; |
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this.texture = texture; |
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this.textureSource = textureSource; |
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IsHarmful = isHazard; |
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} |
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public Rectangle Position { get; private set; } |
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@ -52,6 +53,8 @@ namespace SemiColinGames { |
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} |
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private List<Tile> ParseLayer(JToken layer) { |
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string layerName = layer.SelectToken("name").Value<string>(); |
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var tileList = new List<Tile>(); |
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int layerWidth = layer.SelectToken("gridCellsX").Value<int>(); |
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@ -76,7 +79,8 @@ namespace SemiColinGames { |
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int y = textureIndex / textureWidth; |
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Rectangle textureSource = new Rectangle( |
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x * tileWidth, y * tileHeight, tileWidth, tileHeight); |
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tileList.Add(new Tile(Textures.Grassland, textureSource, position)); |
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bool isHazard = layerName == "hazards"; |
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tileList.Add(new Tile(Textures.Grassland, textureSource, position, isHazard)); |
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} |
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return tileList; |
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@ -99,9 +103,15 @@ namespace SemiColinGames { |
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return (player, npcs.ToArray()); |
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} |
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static int CompareByX(Tile t1, Tile t2) { |
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return t1.Position.X.CompareTo(t2.Position.X); |
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} |
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public World(string json) { |
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JObject root = JObject.Parse(json); |
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List<Tile> hazardTiles = new List<Tile>(); |
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List<Tile> obstacleTiles = new List<Tile>(); |
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List<Tile> decorationTiles = new List<Tile>(); |
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List<Tile> backgroundTiles = new List<Tile>(); |
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foreach (JToken layer in root.SelectToken("layers").Children()) { |
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@ -112,23 +122,28 @@ namespace SemiColinGames { |
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continue; |
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} |
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List<Tile> tileList = ParseLayer(layer); |
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if (layerName == "obstacles") { |
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tiles = tileList.ToArray(); |
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if (layerName == "hazards") { |
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hazardTiles = tileList; |
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} else if (layerName == "obstacles") { |
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obstacleTiles = tileList; |
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} else if (layerName == "decorations") { |
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decorationTiles = tileList; |
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} else if (layerName == "background") { |
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backgroundTiles = tileList; |
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} |
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} |
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// Get all the obstacles into a single array, sorted by X.
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obstacleTiles.AddRange(hazardTiles); |
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tiles = obstacleTiles.ToArray(); |
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Array.Sort(tiles, CompareByX); |
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// The background tiles are added before the rest of the decorations, so that they're drawn
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// in the back.
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backgroundTiles.AddRange(decorationTiles); |
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decorations = backgroundTiles.ToArray(); |
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Debug.WriteLine("world size: {0}x{1}", gridWidth, gridHeight); |
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// Because we added tiles from left to right, the CollisionTargets are sorted by x-position.
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// We maintain this invariant so that it's possible to efficiently find CollisionTargets that
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// are nearby a given x-position.
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// The obstacles are sorted by x-position. We maintain this invariant so that it's possible
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// to efficiently find CollisionTargets that are nearby a given x-position.
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CollisionTargets = new AABB[tiles.Length + 2]; |
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// Add a synthetic collisionTarget on the left side of the world.
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