A stealth-based 2D platformer where you don't have to kill anyone unless you want to. https://www.semicolin.games
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
namespace SemiColinGames {
public class Terrain {
public static Terrain FromSymbol(char symbol) {
if (mapping.ContainsKey(symbol)) {
return mapping[symbol];
} else {
return null;
}
}
private readonly static Dictionary<char, Terrain> mapping = new Dictionary<char, Terrain>();
public static Terrain Empty =
new Terrain('\0', Textures.Grassland, 0, 0);
public static Terrain Spike =
new Terrain('^', Textures.Grassland, 11, 8, isObstacle: true, isHarmful: true);
public static Terrain Grass =
new Terrain('=', Textures.Grassland, 3, 0, isObstacle: true);
public static Terrain GrassL =
new Terrain('<', Textures.Grassland, 2, 0, isObstacle: true);
public static Terrain GrassR =
new Terrain('>', Textures.Grassland, 4, 0, isObstacle: true);
public static Terrain Rock =
new Terrain('.', Textures.Grassland, 3, 1, isObstacle: true);
public static Terrain RockL =
new Terrain('[', Textures.Grassland, 1, 2, isObstacle: true);
public static Terrain RockR =
new Terrain(']', Textures.Grassland, 5, 2, isObstacle: true);
public static Terrain Block =
new Terrain('X', Textures.Ruins, 2, 0, isObstacle: true);
public static Terrain Wood =
new Terrain('_', Textures.Grassland, 10, 3, isObstacle: true);
public static Terrain WoodL =
new Terrain('(', Textures.Grassland, 9, 3, isObstacle: true);
public static Terrain WoodR =
new Terrain(')', Textures.Grassland, 12, 3, isObstacle: true);
public static Terrain WoodVert =
new Terrain('|', Textures.Grassland, 9, 5);
public static Terrain WoodVertL =
new Terrain('/', Textures.Grassland, 9, 4);
public static Terrain WoodVertR =
new Terrain('\\', Textures.Grassland, 12, 4);
public static Terrain WoodBottom =
new Terrain('v', Textures.Grassland, 10, 5);
public static Terrain WaterL =
new Terrain('~', Textures.Grassland, 9, 2);
public static Terrain WaterR =
new Terrain('`', Textures.Grassland, 10, 2);
public static Terrain FenceL =
new Terrain('d', Textures.Grassland, 5, 4);
public static Terrain Fence =
new Terrain('f', Textures.Grassland, 6, 4);
public static Terrain FencePost =
new Terrain('x', Textures.Grassland, 7, 4);
public static Terrain FenceR =
new Terrain('b', Textures.Grassland, 8, 4);
public static Terrain VineTop =
new Terrain('{', Textures.Ruins, 12, 5);
public static Terrain VineMid =
new Terrain(';', Textures.Ruins, 12, 6);
public static Terrain VineBottom =
new Terrain('}', Textures.Ruins, 12, 7);
public static Terrain GrassTall =
new Terrain('q', Textures.Grassland, 13, 0);
public static Terrain GrassShort =
new Terrain('w', Textures.Grassland, 14, 0);
public static Terrain Shoots =
new Terrain('e', Textures.Grassland, 15, 0);
public static Terrain Bush =
new Terrain('r', Textures.Grassland, 13, 2);
public static Terrain Mushroom =
new Terrain('t', Textures.Grassland, 17, 2);
public bool IsObstacle { get; private set; }
public bool IsHarmful { get; private set; }
public TextureRef Texture { get; private set; }
public Rectangle TextureSource { get; private set; }
private Terrain(
char symbol, TextureRef texture, int x, int y,
bool isObstacle = false, bool isHarmful = false) {
if (mapping.ContainsKey(symbol)) {
throw new ArgumentException("already have a terrain with symbol " + symbol);
}
mapping[symbol] = this;
IsObstacle = isObstacle;
IsHarmful = isHarmful;
Texture = texture;
int size = World.TileSize;
TextureSource = new Rectangle(x * size, y * size, size, size);
}
}
class Tile {
public Tile(Terrain terrain, Rectangle position) {
Terrain = terrain;
Position = position;
}
public Rectangle Position { get; private set; }
public Terrain Terrain { get; private set; }
public void Draw(SpriteBatch spriteBatch) {
spriteBatch.Draw(
Terrain.Texture.Get, Position.Location.ToVector2(), Terrain.TextureSource, Color.White);
}
}
public class World {
public const int TileSize = 16;
readonly Tile[] tiles;
readonly Tile[] decorations;
readonly NPC[] npcs = new NPC[4];
// Size of World in terms of tile grid.
private readonly int tileWidth;
private readonly int tileHeight;
public Player Player { get; private set; }
// Size of World in pixels.
public int Width {
get { return tileWidth * TileSize; }
}
public int Height {
get { return tileHeight * TileSize; }
}
public World(string levelSpecification) {
Player = new Player();
npcs[0] = new NPC(new Point(16 * 8, 16 * 6));
npcs[1] = new NPC(new Point(16 * 28, 16 * 6));
npcs[2] = new NPC(new Point(16 * 36, 16 * 6));
npcs[3] = new NPC(new Point(16 * 36, 16 * 12));
var tilesList = new List<Tile>();
var decorationsList = new List<Tile>();
string[] worldDesc = levelSpecification.Substring(1).Split('\n');
tileWidth = worldDesc.AsQueryable().Max(a => a.Length);
tileHeight = worldDesc.Length;
Debug.WriteLine("world size: {0}x{1}", tileWidth, tileHeight);
for (int i = 0; i < tileWidth; i++) {
for (int j = 0; j < tileHeight; j++) {
if (i < worldDesc[j].Length) {
char key = worldDesc[j][i];
Terrain terrain = Terrain.FromSymbol(key);
if (terrain != null) {
var position = new Rectangle(i * TileSize, j * TileSize, TileSize, TileSize);
Tile tile = new Tile(terrain, position);
if (tile.Terrain.IsObstacle) {
tilesList.Add(tile);
} else {
decorationsList.Add(tile);
}
}
}
}
}
tiles = tilesList.ToArray();
decorations = decorationsList.ToArray();
// Because we added tiles from left to right, the CollisionTargets 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[tiles.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 static terrain tile.
Vector2 halfSize = new Vector2(TileSize / 2, TileSize / 2);
for (int i = 0; i < tiles.Length; i++) {
Vector2 center = new Vector2(
tiles[i].Position.Left + halfSize.X, tiles[i].Position.Top + halfSize.Y);
CollisionTargets[i + 1] = new AABB(center, halfSize, tiles[i].Terrain);
}
// Add a final synthetic collisionTarget on the right side of the world.
CollisionTargets[tiles.Length + 1] = new AABB(
new Vector2(Width + 1, 0), new Vector2(1, float.MaxValue));
}
public void Update(float modelTime, History<Input> input) {
Player.Update(modelTime, this, input);
foreach (NPC npc in npcs) {
npc.Update(modelTime, this);
}
if (Player.Health <= 0) {
Reset();
}
}
void Reset() {
Player = new Player();
}
public void DrawBackground(SpriteBatch spriteBatch) {
foreach (Tile t in decorations) {
t.Draw(spriteBatch);
}
foreach (NPC npc in npcs) {
npc.Draw(spriteBatch);
}
}
public void DrawForeground(SpriteBatch spriteBatch) {
foreach (Tile t in tiles) {
t.Draw(spriteBatch);
}
}
public AABB[] CollisionTargets { get; }
}
}