194 lines
6.4 KiB
C#
194 lines
6.4 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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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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enum Terrain {
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Grass,
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GrassL,
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GrassR,
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Rock,
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RockL,
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RockR,
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Water,
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Block
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}
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enum TileSet {
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Cemetery,
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Crypt,
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Dungeon,
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Forest,
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Garden,
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Grassland,
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Ruins,
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Sewer,
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Temple,
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Village,
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}
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class TileFactory {
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struct TextureSource {
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public Texture2D texture;
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public Rectangle source;
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public TextureSource(Texture2D texture, Rectangle source) {
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this.texture = texture;
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this.source = source;
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}
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}
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static readonly Dictionary<TileSet, string> tileSetToContentPath =
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new Dictionary<TileSet, string>() {
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{ TileSet.Cemetery, "tiles/anokolisa/cemetery" },
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{ TileSet.Crypt, "tiles/anokolisa/crypt" },
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{ TileSet.Dungeon, "tiles/anokolisa/dungeon" },
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{ TileSet.Forest, "tiles/anokolisa/forest" },
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{ TileSet.Garden, "tiles/anokolisa/garden" },
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{ TileSet.Grassland, "tiles/anokolisa/grassland" },
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{ TileSet.Ruins, "tiles/anokolisa/ruins" },
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{ TileSet.Sewer, "tiles/anokolisa/sewer" },
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{ TileSet.Temple, "tiles/anokolisa/temple" },
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{ TileSet.Village, "tiles/anokolisa/village" },
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};
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readonly Dictionary<Terrain, TextureSource> terrainToTexture =
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new Dictionary<Terrain, TextureSource>();
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readonly Texture2D[] textures;
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public TileFactory(ContentManager content) {
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Array tileSets = Enum.GetValues(typeof(TileSet));
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textures = new Texture2D[tileSets.Length];
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foreach (TileSet tileSet in tileSets) {
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textures[(int) tileSet] = content.Load<Texture2D>(tileSetToContentPath[tileSet]);
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}
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terrainToTexture[Terrain.Grass] = GetTextureSource(TileSet.Grassland, 3, 0);
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terrainToTexture[Terrain.GrassL] = GetTextureSource(TileSet.Grassland, 2, 0);
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terrainToTexture[Terrain.GrassR] = GetTextureSource(TileSet.Grassland, 4, 0);
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terrainToTexture[Terrain.Rock] = GetTextureSource(TileSet.Grassland, 3, 1);
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terrainToTexture[Terrain.RockL] = GetTextureSource(TileSet.Grassland, 1, 2);
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terrainToTexture[Terrain.RockR] = GetTextureSource(TileSet.Grassland, 5, 2);
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terrainToTexture[Terrain.Water] = GetTextureSource(TileSet.Grassland, 9, 2);
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terrainToTexture[Terrain.Block] = GetTextureSource(TileSet.Grassland, 6, 3);
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}
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public Tile MakeTile(Terrain terrain, Rectangle position) {
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TextureSource textureSource = terrainToTexture[terrain];
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return new Tile(terrain, position, textureSource.texture, textureSource.source);
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}
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private TextureSource GetTextureSource(TileSet tileSet, int x, int y) {
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Texture2D texture = textures[(int) tileSet];
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int size = World.TileSize;
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Rectangle position = new Rectangle(x * size, y * size, size, size);
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return new TextureSource(texture, position);
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}
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}
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class Tile {
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readonly Texture2D texture;
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readonly Rectangle textureSource;
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public Tile(Terrain terrain, Rectangle position, Texture2D texture, Rectangle textureSource) {
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Terrain = terrain;
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Position = position;
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this.texture = texture;
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this.textureSource = textureSource;
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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(texture, Position.Location.ToVector2(), 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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// 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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// 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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private static readonly Dictionary<char, Terrain> charToTerrain =
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new Dictionary<char, Terrain>() {
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{ '=', Terrain.Grass },
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{ '<', Terrain.GrassL },
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{ '>', Terrain.GrassR },
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{ '.', Terrain.Rock },
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{ '[', Terrain.RockL },
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{ ']', Terrain.RockR },
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{ '~', Terrain.Water },
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{ 'X', Terrain.Block }
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};
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public World(ContentManager content, string levelSpecification) {
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TileFactory factory = new TileFactory(content);
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var tilesList = new List<Tile>();
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string[] worldDesc = levelSpecification.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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if (charToTerrain.ContainsKey(key)) {
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Terrain terrain = charToTerrain[key];
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var position = new Rectangle(i * TileSize, j * TileSize, TileSize, TileSize);
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tilesList.Add(factory.MakeTile(terrain, position));
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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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// 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);
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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 Draw(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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