using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; namespace Jumpy { enum Terrain { Empty, Grass, Rock } class Tile { Texture2D texture; Terrain terrain; Rectangle position; public Tile(Texture2D texture, Terrain terrain, Rectangle position) { this.texture = texture; this.terrain = terrain; this.position = position; } public Rectangle Position { get { return position; } } public Terrain Terrain { get { return terrain; } } public void Draw(SpriteBatch spriteBatch) { int size = World.TileSize; switch (terrain) { case Terrain.Grass: { // TODO: hold these rectangles statically instead of making them anew constantly. Rectangle source = new Rectangle(3 * size, 0 * size, size, size); spriteBatch.Draw(texture, position, source, Color.White); break; } case Terrain.Rock: { Rectangle source = new Rectangle(3 * size, 1 * size, size, size); spriteBatch.Draw(texture, position, source, Color.White); break; } case Terrain.Empty: default: break; } } } class World { public const int TileSize = 16; int width; int height; Tile[,] tiles; public int Width { get; } public int Height { get; } public World(Texture2D texture) { width = Camera.Width / TileSize; height = Camera.Height / TileSize + 1; tiles = new Tile[width, height]; for (int j = 0; j < height; j++) { for (int i = 0; i < width; i++) { Terrain terrain; if (j < height - 2) { terrain = Terrain.Empty; } else if (j == height - 2) { terrain = Terrain.Grass; } else { terrain = Terrain.Rock; } if (j == 6 && 11 < i && i < 16) { terrain = Terrain.Grass; } if (j == 3 && 15 < i && i < 19) { terrain = Terrain.Grass; } if (j == 7 && i == 5) { terrain = Terrain.Grass; } if (7 <= j && j <= 10 && i == 12) { terrain = Terrain.Rock; } var position = new Rectangle(i * TileSize, j * TileSize, TileSize, TileSize); tiles[i, j] = new Tile(texture, terrain, position); } } } public void Draw(SpriteBatch spriteBatch) { for (int j = 0; j < height; j++) { for (int i = 0; i < width; i++) { tiles[i, j].Draw(spriteBatch); } } } public List CollisionTargets() { var result = new List(); for (int j = 0; j < height; j++) { for (int i = 0; i < width; i++) { var t = tiles[i, j]; if (t.Terrain != Terrain.Empty) { result.Add(t.Position); } } } return result; } } }