196 lines
7.6 KiB
C#
196 lines
7.6 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace SemiColinGames {
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public class Terrain {
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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 = new Terrain('\0', false, Textures.Grassland, 0, 0);
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public static Terrain Grass = new Terrain('=', true, Textures.Grassland, 3, 0);
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public static Terrain GrassL = new Terrain('<', true, Textures.Grassland, 2, 0);
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public static Terrain GrassR = new Terrain('>', true, Textures.Grassland, 4, 0);
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public static Terrain Rock = new Terrain('.', true, Textures.Grassland, 3, 1);
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public static Terrain RockL = new Terrain('[', true, Textures.Grassland, 1, 2);
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public static Terrain RockR = new Terrain(']', true, Textures.Grassland, 5, 2);
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public static Terrain WaterL = new Terrain('~', false, Textures.Grassland, 9, 2);
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public static Terrain WaterR = new Terrain('`', false, Textures.Grassland, 10, 2);
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public static Terrain Block = new Terrain('X', true, Textures.Ruins, 2, 0);
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public static Terrain Spike = new Terrain('^', true, Textures.Grassland, 11, 8);
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public static Terrain Wood = new Terrain('_', true, Textures.Grassland, 10, 3);
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public static Terrain WoodL = new Terrain('(', true, Textures.Grassland, 9, 3);
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public static Terrain WoodR = new Terrain(')', true, Textures.Grassland, 12, 3);
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public static Terrain WoodVert = new Terrain('|', false, Textures.Grassland, 9, 5);
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public static Terrain WoodVertL = new Terrain('/', false, Textures.Grassland, 9, 4);
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public static Terrain WoodVertR = new Terrain('\\', false, Textures.Grassland, 12, 4);
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public static Terrain WoodBottom = new Terrain('v', false, Textures.Grassland, 10, 5);
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public static Terrain FenceL = new Terrain('d', false, Textures.Grassland, 5, 4);
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public static Terrain Fence = new Terrain('f', false, Textures.Grassland, 6, 4);
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public static Terrain FencePost = new Terrain('x', false, Textures.Grassland, 7, 4);
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public static Terrain FenceR = new Terrain('b', false, Textures.Grassland, 8, 4);
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public static Terrain VineTop = new Terrain('{', false, Textures.Ruins, 12, 5);
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public static Terrain VineMid = new Terrain(';', false, Textures.Ruins, 12, 6);
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public static Terrain VineBottom = new Terrain('}', false, Textures.Ruins, 12, 7);
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public static Terrain GrassTall = new Terrain('q', false, Textures.Grassland, 13, 0);
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public static Terrain GrassShort = new Terrain('w', false, Textures.Grassland, 14, 0);
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public static Terrain Shoots = new Terrain('e', false, Textures.Grassland, 15, 0);
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public static Terrain Bush = new Terrain('r', false, Textures.Grassland, 13, 2);
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public static Terrain Mushroom = new Terrain('t', false, Textures.Grassland, 17, 2);
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public bool IsObstacle { get; private set; }
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public bool IsHarmful { get; private set; } = false;
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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(char symbol, bool isObstacle, TextureRef texture, int x, int y) {
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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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// TODO: don't hard-code just the one spike.
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if (symbol == '^') {
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IsHarmful = true;
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}
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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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Position = position;
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}
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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 void Draw(SpriteBatch spriteBatch) {
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spriteBatch.Draw(
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Terrain.Texture.Get, Position.Location.ToVector2(), Terrain.TextureSource, Color.White);
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}
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}
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class World {
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public const int TileSize = 16;
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readonly Tile[] tiles;
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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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public Player Player { get; private set; }
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// Size of World in pixels.
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public int Width {
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get { return tileWidth * TileSize; }
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}
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public int Height {
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get { return tileHeight * TileSize; }
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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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}
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}
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tiles = tilesList.ToArray();
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decorations = decorationsList.ToArray();
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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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// are nearby a given x-position.
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CollisionTargets = new AABB[tiles.Length + 2];
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// Add a synthetic collisionTarget on the left side of the world.
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CollisionTargets[0] = new AABB(new Vector2(-1, 0), new Vector2(1, float.MaxValue));
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// Now add all the normal collisionTargets for every static terrain tile.
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Vector2 halfSize = new Vector2(TileSize / 2, TileSize / 2);
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for (int i = 0; i < tiles.Length; i++) {
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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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CollisionTargets[i + 1] = new AABB(center, halfSize, tiles[i].Terrain);
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}
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// Add a final synthetic collisionTarget on the right side of the world.
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CollisionTargets[tiles.Length + 1] = new AABB(
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new Vector2(Width + 1, 0), new Vector2(1, float.MaxValue));
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}
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public void Update(float modelTime, History<Input> input) {
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Player.Update(modelTime, CollisionTargets, input);
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foreach (NPC npc in npcs) {
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npc.Update(modelTime, CollisionTargets);
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}
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if (Player.Health <= 0) {
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Reset();
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}
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}
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void Reset() {
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Player = new Player();
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}
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public void DrawBackground(SpriteBatch spriteBatch) {
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foreach (Tile t in decorations) {
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t.Draw(spriteBatch);
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}
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foreach (NPC npc in npcs) {
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npc.Draw(spriteBatch);
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}
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}
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public void DrawForeground(SpriteBatch spriteBatch) {
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foreach (Tile t in tiles) {
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t.Draw(spriteBatch);
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}
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}
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public AABB[] CollisionTargets { get; }
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}
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}
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