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using Microsoft.Xna.Framework; |
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using Microsoft.Xna.Framework; |
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using Microsoft.Xna.Framework.Graphics; |
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using Microsoft.Xna.Framework.Graphics; |
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using Newtonsoft.Json.Linq; |
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using System; |
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using System; |
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using System.Collections.Generic; |
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using System.Collections.Generic; |
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using System.Linq; |
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using System.Linq; |
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namespace SemiColinGames { |
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namespace SemiColinGames { |
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public class Terrain { |
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public class Tile { |
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private TextureRef texture; |
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private Rectangle textureSource; |
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public static Terrain FromSymbol(char symbol) { |
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if (mapping.ContainsKey(symbol)) { |
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return mapping[symbol]; |
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} else { |
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return null; |
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} |
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} |
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private readonly static Dictionary<char, Terrain> mapping = new Dictionary<char, Terrain>(); |
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public static Terrain Empty = |
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new Terrain('\0', Textures.Grassland, 0, 0); |
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public static Terrain Spike = |
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new Terrain('^', Textures.Grassland, 11, 8, isObstacle: true, isHarmful: true); |
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public static Terrain Grass = |
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new Terrain('=', Textures.Grassland, 3, 0, isObstacle: true); |
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public static Terrain GrassL = |
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new Terrain('<', Textures.Grassland, 2, 0, isObstacle: true); |
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public static Terrain GrassR = |
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new Terrain('>', Textures.Grassland, 4, 0, isObstacle: true); |
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public static Terrain Rock = |
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new Terrain('.', Textures.Grassland, 3, 1, isObstacle: true); |
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public static Terrain RockL = |
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new Terrain('[', Textures.Grassland, 1, 2, isObstacle: true); |
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public static Terrain RockR = |
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new Terrain(']', Textures.Grassland, 5, 2, isObstacle: true); |
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public static Terrain Block = |
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new Terrain('X', Textures.Grassland, 23, 0, isObstacle: true); |
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public static Terrain Wood = |
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new Terrain('_', Textures.Grassland, 10, 3, isObstacle: true); |
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public static Terrain WoodL = |
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new Terrain('(', Textures.Grassland, 9, 3, isObstacle: true); |
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public static Terrain WoodR = |
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new Terrain(')', Textures.Grassland, 12, 3, isObstacle: true); |
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public static Terrain WoodVert = |
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new Terrain('|', Textures.Grassland, 9, 5); |
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public static Terrain WoodVertL = |
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new Terrain('/', Textures.Grassland, 9, 4); |
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public static Terrain WoodVertR = |
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new Terrain('\\', Textures.Grassland, 12, 4); |
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public static Terrain WoodBottom = |
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new Terrain('v', Textures.Grassland, 10, 5); |
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public static Terrain WaterL = |
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new Terrain('~', Textures.Grassland, 9, 2); |
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public static Terrain WaterR = |
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new Terrain('`', Textures.Grassland, 10, 2); |
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public static Terrain FenceL = |
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new Terrain('d', Textures.Grassland, 5, 4); |
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public static Terrain Fence = |
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new Terrain('f', Textures.Grassland, 6, 4); |
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public static Terrain FencePost = |
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new Terrain('x', Textures.Grassland, 7, 4); |
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public static Terrain FenceR = |
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new Terrain('b', Textures.Grassland, 8, 4); |
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public static Terrain VineTop = |
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new Terrain('{', Textures.Grassland, 20, 0); |
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public static Terrain VineMid = |
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new Terrain(';', Textures.Grassland, 20, 1); |
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public static Terrain VineBottom = |
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new Terrain('}', Textures.Grassland, 20, 2); |
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public static Terrain GrassTall = |
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new Terrain('q', Textures.Grassland, 13, 0); |
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public static Terrain GrassShort = |
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new Terrain('w', Textures.Grassland, 14, 0); |
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public static Terrain Shoots = |
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new Terrain('e', Textures.Grassland, 15, 0); |
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public static Terrain Bush = |
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new Terrain('r', Textures.Grassland, 13, 2); |
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public static Terrain Mushroom = |
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new Terrain('t', Textures.Grassland, 17, 2); |
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public bool IsObstacle { get; private set; } |
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public bool IsHarmful { get; private set; } |
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public TextureRef Texture { get; private set; } |
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public Rectangle TextureSource { get; private set; } |
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private Terrain( |
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char symbol, TextureRef texture, int x, int y, |
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bool isObstacle = false, bool isHarmful = false) { |
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if (mapping.ContainsKey(symbol)) { |
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throw new ArgumentException("already have a terrain with symbol " + symbol); |
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} |
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mapping[symbol] = this; |
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IsObstacle = isObstacle; |
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IsHarmful = isHarmful; |
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Texture = texture; |
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int size = World.TileSize; |
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TextureSource = new Rectangle(x * size, y * size, size, size); |
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} |
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} |
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class Tile { |
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public Tile(Terrain terrain, Rectangle position) { |
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Terrain = terrain; |
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public Tile(TextureRef texture, Rectangle textureSource, Rectangle position) { |
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Position = position; |
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Position = position; |
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this.texture = texture; |
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this.textureSource = textureSource; |
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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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public Terrain Terrain { get; private set; } |
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public bool IsHarmful = false; |
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public void Draw(SpriteBatch spriteBatch) { |
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public void Draw(SpriteBatch spriteBatch) { |
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spriteBatch.Draw( |
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spriteBatch.Draw( |
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Terrain.Texture.Get, Position.Location.ToVector2(), Terrain.TextureSource, Color.White); |
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texture.Get, Position.Location.ToVector2(), textureSource, Color.White); |
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} |
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} |
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} |
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} |
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public class World { |
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public class World { |
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// Size of World in terms of tile grid.
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private int gridWidth; |
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private int gridHeight; |
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// TODO: remove this.
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public const int TileSize = 16; |
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public const int TileSize = 16; |
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readonly Tile[] tiles; |
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readonly Tile[] tiles; |
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readonly Tile[] decorations; |
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readonly Tile[] decorations; |
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readonly NPC[] npcs = new NPC[4]; |
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// Size of World in terms of tile grid.
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private readonly int tileWidth; |
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private readonly int tileHeight; |
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// Kept around for resetting the world's entities after player death or level restart.
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readonly JToken entitiesLayer; |
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NPC[] npcs; |
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public Player Player { get; private set; } |
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public Player Player { get; private set; } |
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// Size of World in pixels.
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// Size of World in pixels.
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public int Width { |
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public int Width { |
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get { return tileWidth * TileSize; } |
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get { return gridWidth * TileSize; } |
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} |
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} |
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public int Height { |
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public int Height { |
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get { return tileHeight * TileSize; } |
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get { return gridHeight * TileSize; } |
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} |
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} |
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public World(string levelSpecification) { |
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Player = new Player(); |
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npcs[0] = new NPC(new Point(16 * 8, 16 * 6)); |
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npcs[1] = new NPC(new Point(16 * 28, 16 * 6)); |
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npcs[2] = new NPC(new Point(16 * 36, 16 * 6)); |
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npcs[3] = new NPC(new Point(16 * 36, 16 * 12)); |
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var tilesList = new List<Tile>(); |
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var decorationsList = new List<Tile>(); |
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string[] worldDesc = levelSpecification.Substring(1).Split('\n'); |
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tileWidth = worldDesc.AsQueryable().Max(a => a.Length); |
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tileHeight = worldDesc.Length; |
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Debug.WriteLine("world size: {0}x{1}", tileWidth, tileHeight); |
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for (int i = 0; i < tileWidth; i++) { |
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for (int j = 0; j < tileHeight; j++) { |
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if (i < worldDesc[j].Length) { |
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char key = worldDesc[j][i]; |
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Terrain terrain = Terrain.FromSymbol(key); |
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if (terrain != null) { |
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var position = new Rectangle(i * TileSize, j * TileSize, TileSize, TileSize); |
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Tile tile = new Tile(terrain, position); |
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if (tile.Terrain.IsObstacle) { |
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tilesList.Add(tile); |
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} else { |
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decorationsList.Add(tile); |
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} |
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} |
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} |
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private List<Tile> ParseLayer(JToken layer) { |
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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 layerHeight = layer.SelectToken("gridCellsY").Value<int>(); |
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gridWidth = Math.Max(gridWidth, layerWidth); |
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gridHeight = Math.Max(gridHeight, layerHeight); |
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int dataIndex = -1; |
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int tileWidth = layer.SelectToken("gridCellWidth").Value<int>(); |
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int tileHeight = layer.SelectToken("gridCellHeight").Value<int>(); |
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int textureWidth = Textures.Grassland.Get.Width / tileWidth; |
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foreach (int textureIndex in layer.SelectToken("data").Values<int>()) { |
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dataIndex++; |
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if (textureIndex == -1) { |
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continue; |
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} |
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int i = dataIndex % layerWidth; |
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int j = dataIndex / layerWidth; |
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Rectangle position = new Rectangle( |
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i * tileWidth, j * tileHeight, tileWidth, tileHeight); |
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int x = textureIndex % textureWidth; |
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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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} |
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return tileList; |
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} |
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private (Player, NPC[]) ParseEntities(JToken layer) { |
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Player player = null; |
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List<NPC> npcs = new List<NPC>(); |
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foreach (JToken entity in layer.SelectToken("entities").Children()) { |
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string name = entity.SelectToken("name").Value<string>(); |
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int x = entity.SelectToken("x").Value<int>(); |
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int y = entity.SelectToken("y").Value<int>(); |
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int facing = entity.SelectToken("flippedX").Value<bool>() ? -1 : 1; |
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if (name == "player") { |
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player = new Player(new Point(x, y), facing); |
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} else if (name == "executioner") { |
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npcs.Add(new NPC(new Point(x, y), facing)); |
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} |
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} |
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return (player, npcs.ToArray()); |
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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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foreach (JToken layer in root.SelectToken("layers").Children()) { |
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string layerName = layer.SelectToken("name").Value<string>(); |
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if (layerName == "entities") { |
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entitiesLayer = layer; |
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(Player, npcs) = ParseEntities(layer); |
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continue; |
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} |
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List<Tile> tileList = ParseLayer(layer); |
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// TODO: add background layer
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if (layerName == "obstacles") { |
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tiles = tileList.ToArray(); |
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} else if (layerName == "decorations") { |
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decorations = tileList.ToArray(); |
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} |
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} |
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} |
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} |
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tiles = tilesList.ToArray(); |
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decorations = decorationsList.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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// 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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// We maintain this invariant so that it's possible to efficiently find CollisionTargets that
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@ -182,7 +132,7 @@ namespace SemiColinGames { |
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for (int i = 0; i < tiles.Length; i++) { |
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for (int i = 0; i < tiles.Length; i++) { |
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Vector2 center = new Vector2( |
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Vector2 center = new Vector2( |
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tiles[i].Position.Left + halfSize.X, tiles[i].Position.Top + halfSize.Y); |
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tiles[i].Position.Left + halfSize.X, tiles[i].Position.Top + halfSize.Y); |
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CollisionTargets[i + 1] = new AABB(center, halfSize, tiles[i].Terrain); |
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CollisionTargets[i + 1] = new AABB(center, halfSize, tiles[i]); |
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} |
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} |
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// Add a final synthetic collisionTarget on the right side of the world.
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// Add a final synthetic collisionTarget on the right side of the world.
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@ -201,7 +151,7 @@ namespace SemiColinGames { |
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} |
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} |
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void Reset() { |
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void Reset() { |
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Player = new Player(); |
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(Player, npcs) = ParseEntities(entitiesLayer); |
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} |
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} |
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public void DrawBackground(SpriteBatch spriteBatch) { |
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public void DrawBackground(SpriteBatch spriteBatch) { |
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