World: rearrange a bunch of code to be in a more sensible order

This commit is contained in:
Colin McMillen 2020-03-08 18:58:52 -04:00
parent 36e70989af
commit bb910fbe58

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@ -8,6 +8,10 @@ using System.Linq;
namespace SemiColinGames { namespace SemiColinGames {
public class Tile { public class Tile {
public static int CompareByX(Tile t1, Tile t2) {
return t1.Position.X.CompareTo(t2.Position.X);
}
private TextureRef texture; private TextureRef texture;
private Rectangle textureSource; private Rectangle textureSource;
@ -29,19 +33,19 @@ namespace SemiColinGames {
public class World { public class World {
public const int TileSize = 16;
// Size of World in terms of tile grid. // Size of World in terms of tile grid.
private int gridWidth; private int gridWidth;
private int gridHeight; private int gridHeight;
private readonly Tile[] obstacles;
// TODO: remove this. private readonly Tile[] decorations;
public const int TileSize = 16;
readonly Tile[] obstacles;
readonly Tile[] decorations;
// Kept around for resetting the world's entities after player death or level restart. // Kept around for resetting the world's entities after player death or level restart.
readonly JToken entitiesLayer; private readonly JToken entitiesLayer;
private NPC[] npcs;
NPC[] npcs;
public Player Player { get; private set; } public Player Player { get; private set; }
public AABB[] CollisionTargets { get; }
// Size of World in pixels. // Size of World in pixels.
public int Width { public int Width {
@ -52,6 +56,61 @@ namespace SemiColinGames {
get { return gridHeight * TileSize; } get { return gridHeight * TileSize; }
} }
public World(string json) {
JObject root = JObject.Parse(json);
List<Tile> hazardTiles = new List<Tile>();
List<Tile> obstacleTiles = new List<Tile>();
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 == "hazards") {
hazardTiles = tileList;
} else if (layerName == "obstacles") {
obstacleTiles = tileList;
} else if (layerName == "decorations") {
decorationTiles = tileList;
} else if (layerName == "background") {
backgroundTiles = tileList;
}
}
// Get all the obstacles into a single array, sorted by X.
obstacleTiles.AddRange(hazardTiles);
obstacles = obstacleTiles.ToArray();
Array.Sort(obstacles, Tile.CompareByX);
// 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);
// The obstacles 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[obstacles.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 obstacle.
Vector2 halfSize = new Vector2(TileSize / 2, TileSize / 2);
for (int i = 0; i < obstacles.Length; i++) {
Vector2 center = new Vector2(
obstacles[i].Position.Left + halfSize.X, obstacles[i].Position.Top + halfSize.Y);
CollisionTargets[i + 1] = new AABB(center, halfSize, obstacles[i]);
}
// Add a final synthetic collisionTarget on the right side of the world.
CollisionTargets[obstacles.Length + 1] = new AABB(
new Vector2(Width + 1, 0), new Vector2(1, float.MaxValue));
}
private List<Tile> ParseLayer(JToken layer) { private List<Tile> ParseLayer(JToken layer) {
string layerName = layer.SelectToken("name").Value<string>(); string layerName = layer.SelectToken("name").Value<string>();
@ -103,63 +162,8 @@ namespace SemiColinGames {
return (player, npcs.ToArray()); return (player, npcs.ToArray());
} }
static int CompareByX(Tile t1, Tile t2) { private void Reset() {
return t1.Position.X.CompareTo(t2.Position.X); (Player, npcs) = ParseEntities(entitiesLayer);
}
public World(string json) {
JObject root = JObject.Parse(json);
List<Tile> hazardTiles = new List<Tile>();
List<Tile> obstacleTiles = new List<Tile>();
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 == "hazards") {
hazardTiles = tileList;
} else if (layerName == "obstacles") {
obstacleTiles = tileList;
} else if (layerName == "decorations") {
decorationTiles = tileList;
} else if (layerName == "background") {
backgroundTiles = tileList;
}
}
// Get all the obstacles into a single array, sorted by X.
obstacleTiles.AddRange(hazardTiles);
obstacles = obstacleTiles.ToArray();
Array.Sort(obstacles, CompareByX);
// 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);
// The obstacles 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[obstacles.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 obstacle.
Vector2 halfSize = new Vector2(TileSize / 2, TileSize / 2);
for (int i = 0; i < obstacles.Length; i++) {
Vector2 center = new Vector2(
obstacles[i].Position.Left + halfSize.X, obstacles[i].Position.Top + halfSize.Y);
CollisionTargets[i + 1] = new AABB(center, halfSize, obstacles[i]);
}
// Add a final synthetic collisionTarget on the right side of the world.
CollisionTargets[obstacles.Length + 1] = new AABB(
new Vector2(Width + 1, 0), new Vector2(1, float.MaxValue));
} }
public void Update(float modelTime, History<Input> input) { public void Update(float modelTime, History<Input> input) {
@ -172,10 +176,6 @@ namespace SemiColinGames {
} }
} }
void Reset() {
(Player, npcs) = ParseEntities(entitiesLayer);
}
// Draws everything that's behind the player, from back to front. // Draws everything that's behind the player, from back to front.
public void DrawBackground(SpriteBatch spriteBatch) { public void DrawBackground(SpriteBatch spriteBatch) {
foreach (Tile t in decorations) { foreach (Tile t in decorations) {
@ -192,7 +192,5 @@ namespace SemiColinGames {
t.Draw(spriteBatch); t.Draw(spriteBatch);
} }
} }
public AABB[] CollisionTargets { get; }
} }
} }