add hazards layer
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9aa0d05eb2
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@ -11,10 +11,11 @@ namespace SemiColinGames {
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private TextureRef texture;
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private TextureRef texture;
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private Rectangle textureSource;
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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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Position = position;
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this.texture = texture;
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this.texture = texture;
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this.textureSource = textureSource;
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this.textureSource = textureSource;
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IsHarmful = isHazard;
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}
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}
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public Rectangle Position { get; private set; }
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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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}
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private List<Tile> ParseLayer(JToken layer) {
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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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var tileList = new List<Tile>();
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int layerWidth = layer.SelectToken("gridCellsX").Value<int>();
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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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int y = textureIndex / textureWidth;
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Rectangle textureSource = new Rectangle(
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Rectangle textureSource = new Rectangle(
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x * tileWidth, y * tileHeight, tileWidth, tileHeight);
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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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}
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return tileList;
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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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return (player, npcs.ToArray());
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}
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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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public World(string json) {
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JObject root = JObject.Parse(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> decorationTiles = new List<Tile>();
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List<Tile> backgroundTiles = 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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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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continue;
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}
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}
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List<Tile> tileList = ParseLayer(layer);
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List<Tile> tileList = ParseLayer(layer);
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if (layerName == "obstacles") {
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if (layerName == "hazards") {
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tiles = tileList.ToArray();
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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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} else if (layerName == "decorations") {
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decorationTiles = tileList;
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decorationTiles = tileList;
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} else if (layerName == "background") {
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} else if (layerName == "background") {
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backgroundTiles = tileList;
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backgroundTiles = tileList;
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}
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}
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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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// 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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// in the back.
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backgroundTiles.AddRange(decorationTiles);
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backgroundTiles.AddRange(decorationTiles);
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decorations = backgroundTiles.ToArray();
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decorations = backgroundTiles.ToArray();
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Debug.WriteLine("world size: {0}x{1}", gridWidth, gridHeight);
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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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// The obstacles are sorted by x-position. We maintain this invariant so that it's possible
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// We maintain this invariant so that it's possible to efficiently find CollisionTargets that
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// to efficiently find CollisionTargets that are nearby a given x-position.
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// are nearby a given x-position.
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CollisionTargets = new AABB[tiles.Length + 2];
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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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// Add a synthetic collisionTarget on the left side of the world.
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