Colin McMillen
ff0c9ddc26
Instead of having every drawable object know how to transform itself based on the camera position, we pass in a transformation matrix to spriteBatch.Draw(). Unfortunately MonoGame only lets us specify a translation that works over an entire SpriteBatch.Begin() call, so we need to begin & end separately for objects that *aren't* supposed to translate at the same rate as the camera. Fixes #39. GitOrigin-RevId: afab72c39236b1b46fe1597412209981ddae9c7c
136 lines
4.2 KiB
C#
136 lines
4.2 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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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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class Tile {
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readonly Texture2D texture;
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readonly Rectangle textureSource;
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static readonly Dictionary<Terrain, Point> terrainToTilePosition =
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new Dictionary<Terrain, Point>() {
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{ Terrain.Grass, new Point(3, 0) },
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{ Terrain.GrassL, new Point(2, 0) },
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{ Terrain.GrassR, new Point(4, 0) },
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{ Terrain.Rock, new Point(3, 1) },
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{ Terrain.RockL, new Point(1, 2) },
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{ Terrain.RockR, new Point(5, 2) },
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{ Terrain.Water, new Point(9, 2) },
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{ Terrain.Block, new Point(6, 3) },
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};
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public Tile(Texture2D texture, Terrain terrain, Rectangle position) {
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this.texture = texture;
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Terrain = terrain;
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Position = position;
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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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private Rectangle TextureSource() {
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int size = World.TileSize;
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Point pos = terrainToTilePosition[Terrain];
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return new Rectangle(pos.X * size, pos.Y * size, size, size);
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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(Texture2D texture, string levelSpecification) {
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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(new Tile(texture, 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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