209 lines
7.1 KiB
C#
209 lines
7.1 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Newtonsoft.Json.Linq;
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using System;
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using System.Collections.Generic;
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namespace SemiColinGames {
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public sealed class World : IDisposable {
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public const int TileSize = 16;
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// Size of World in terms of tile grid.
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private int gridWidth;
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private int gridHeight;
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private readonly Tile[] obstacles;
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private readonly Tile[] decorations;
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// Kept around for resetting the world's entities after player death or level restart.
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private readonly JToken entitiesLayer;
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private NPC[] npcs;
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public Player Player { get; private set; }
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public AABB[] CollisionTargets { get; }
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public LinesOfSight LinesOfSight { 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 gridWidth * TileSize; }
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}
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public int Height {
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get { return gridHeight * TileSize; }
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}
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public World(GraphicsDevice graphics, string json) {
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LinesOfSight = new LinesOfSight(graphics);
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JObject root = JObject.Parse(json);
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List<Tile> hazardTiles = new List<Tile>();
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List<Tile> obstacleTiles = new List<Tile>();
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List<Tile> decorationTiles = new List<Tile>();
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List<Tile> backgroundTiles = new List<Tile>();
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foreach (JToken layer in root.SelectToken("layers").Children()) {
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string layerName = layer.SelectToken("name").Value<string>();
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if (layerName == "entities") {
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entitiesLayer = layer;
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(Player, npcs) = ParseEntities(layer);
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continue;
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}
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List<Tile> tileList = ParseLayer(layer);
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if (layerName == "hazards") {
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hazardTiles = tileList;
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} else if (layerName == "obstacles") {
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obstacleTiles = tileList;
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} else if (layerName == "decorations") {
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decorationTiles = tileList;
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} else if (layerName == "background") {
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backgroundTiles = tileList;
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}
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}
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// Get all the obstacles into a single array, sorted by X.
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obstacleTiles.AddRange(hazardTiles);
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obstacles = obstacleTiles.ToArray();
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Array.Sort(obstacles, Tile.CompareByX);
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// The background tiles are added before the rest of the decorations, so that they're drawn
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// in the back.
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backgroundTiles.AddRange(decorationTiles);
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decorations = backgroundTiles.ToArray();
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Debug.WriteLine("world size: {0}x{1}", gridWidth, gridHeight);
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// The obstacles are sorted by x-position. We maintain this invariant so that it's possible
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// to efficiently find CollisionTargets that are nearby a given x-position.
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CollisionTargets = new AABB[obstacles.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 obstacle.
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Vector2 halfSize = new Vector2(TileSize / 2, TileSize / 2);
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for (int i = 0; i < obstacles.Length; i++) {
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Vector2 center = new Vector2(
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obstacles[i].Position.Left + halfSize.X, obstacles[i].Position.Top + halfSize.Y);
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CollisionTargets[i + 1] = new AABB(center, halfSize, obstacles[i]);
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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[obstacles.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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~World() {
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Dispose();
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}
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public void Dispose() {
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LinesOfSight.Dispose();
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GC.SuppressFinalize(this);
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}
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private List<Tile> ParseLayer(JToken layer) {
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string layerName = layer.SelectToken("name").Value<string>();
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var tileList = new List<Tile>();
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int layerWidth = layer.SelectToken("gridCellsX").Value<int>();
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int layerHeight = layer.SelectToken("gridCellsY").Value<int>();
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gridWidth = Math.Max(gridWidth, layerWidth);
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gridHeight = Math.Max(gridHeight, layerHeight);
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int dataIndex = -1;
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int tileWidth = layer.SelectToken("gridCellWidth").Value<int>();
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int tileHeight = layer.SelectToken("gridCellHeight").Value<int>();
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int textureWidth = Textures.Grassland.Get.Width / tileWidth;
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foreach (int textureIndex in layer.SelectToken("data").Values<int>()) {
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dataIndex++;
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if (textureIndex == -1) {
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continue;
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}
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int i = dataIndex % layerWidth;
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int j = dataIndex / layerWidth;
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Rectangle position = new Rectangle(
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i * tileWidth, j * tileHeight, tileWidth, tileHeight);
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int x = textureIndex % textureWidth;
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int y = textureIndex / textureWidth;
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Rectangle textureSource = new Rectangle(
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x * tileWidth, y * tileHeight, tileWidth, tileHeight);
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bool isHazard = layerName == "hazards";
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tileList.Add(new Tile(Textures.Grassland, textureSource, position, isHazard));
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}
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return tileList;
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}
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private (Player, NPC[]) ParseEntities(JToken layer) {
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Player player = null;
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List<NPC> npcs = new List<NPC>();
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foreach (JToken entity in layer.SelectToken("entities").Children()) {
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string name = entity.SelectToken("name").Value<string>();
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int x = entity.SelectToken("x").Value<int>();
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int y = entity.SelectToken("y").Value<int>();
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int facing = entity.SelectToken("flippedX").Value<bool>() ? -1 : 1;
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if (name == "player") {
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player = new Player(new Point(x, y), facing);
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} else if (name == "executioner") {
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npcs.Add(new NPC(new Point(x, y), facing));
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}
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}
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return (player, npcs.ToArray());
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}
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private void Reset() {
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(Player, npcs) = ParseEntities(entitiesLayer);
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}
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public void Update(float modelTime, History<Input> input) {
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Player.Update(modelTime, this, input);
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foreach (NPC npc in npcs) {
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npc.Update(modelTime, this);
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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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LinesOfSight.Update(npcs, CollisionTargets);
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}
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// Draws everything that's behind the player, from back to front.
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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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// Draws everything that's in front of the player, from back to front.
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public void DrawForeground(SpriteBatch spriteBatch) {
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foreach (Tile t in obstacles) {
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t.Draw(spriteBatch);
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}
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}
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}
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public class Tile {
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public static int CompareByX(Tile t1, Tile t2) {
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return t1.Position.X.CompareTo(t2.Position.X);
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}
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private readonly TextureRef texture;
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private readonly Rectangle textureSource;
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public Tile(TextureRef texture, Rectangle textureSource, Rectangle position, bool isHazard) {
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Position = position;
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this.texture = texture;
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this.textureSource = textureSource;
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IsHazard = isHazard;
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}
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public Rectangle Position { get; private set; }
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public bool IsHazard = false;
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public void Draw(SpriteBatch spriteBatch) {
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spriteBatch.Draw(
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texture.Get, Position.Location.ToVector2(), textureSource, Color.White);
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}
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}
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}
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