World: rearrange a bunch of code to be in a more sensible order
This commit is contained in:
parent
36e70989af
commit
bb910fbe58
138
Shared/World.cs
138
Shared/World.cs
@ -8,6 +8,10 @@ using System.Linq;
|
||||
namespace SemiColinGames {
|
||||
|
||||
public class Tile {
|
||||
public static int CompareByX(Tile t1, Tile t2) {
|
||||
return t1.Position.X.CompareTo(t2.Position.X);
|
||||
}
|
||||
|
||||
private TextureRef texture;
|
||||
private Rectangle textureSource;
|
||||
|
||||
@ -29,19 +33,19 @@ namespace SemiColinGames {
|
||||
|
||||
public class World {
|
||||
|
||||
public const int TileSize = 16;
|
||||
|
||||
// Size of World in terms of tile grid.
|
||||
private int gridWidth;
|
||||
private int gridHeight;
|
||||
|
||||
// TODO: remove this.
|
||||
public const int TileSize = 16;
|
||||
readonly Tile[] obstacles;
|
||||
readonly Tile[] decorations;
|
||||
private readonly Tile[] obstacles;
|
||||
private readonly Tile[] decorations;
|
||||
// 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 AABB[] CollisionTargets { get; }
|
||||
|
||||
// Size of World in pixels.
|
||||
public int Width {
|
||||
@ -52,6 +56,61 @@ namespace SemiColinGames {
|
||||
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) {
|
||||
string layerName = layer.SelectToken("name").Value<string>();
|
||||
|
||||
@ -103,63 +162,8 @@ namespace SemiColinGames {
|
||||
return (player, npcs.ToArray());
|
||||
}
|
||||
|
||||
static int CompareByX(Tile t1, Tile t2) {
|
||||
return t1.Position.X.CompareTo(t2.Position.X);
|
||||
}
|
||||
|
||||
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));
|
||||
private void Reset() {
|
||||
(Player, npcs) = ParseEntities(entitiesLayer);
|
||||
}
|
||||
|
||||
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.
|
||||
public void DrawBackground(SpriteBatch spriteBatch) {
|
||||
foreach (Tile t in decorations) {
|
||||
@ -192,7 +192,5 @@ namespace SemiColinGames {
|
||||
t.Draw(spriteBatch);
|
||||
}
|
||||
}
|
||||
|
||||
public AABB[] CollisionTargets { get; }
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user