2020-01-18 03:41:45 +00:00
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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2020-02-02 14:33:33 +00:00
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using System;
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2020-01-18 03:41:45 +00:00
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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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2020-02-20 17:25:46 +00:00
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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 static Dictionary<char, Terrain> mapping = new Dictionary<char, Terrain>();
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public static Terrain Grass = new Terrain('=', true);
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public static Terrain GrassL = new Terrain('<', true);
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public static Terrain GrassR = new Terrain('>', true);
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public static Terrain Rock = new Terrain('.', true);
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public static Terrain RockL = new Terrain('[', true);
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public static Terrain RockR = new Terrain(']', true);
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public static Terrain WaterL = new Terrain('~', false);
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public static Terrain WaterR = new Terrain('`', false);
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public static Terrain Block = new Terrain('X', true);
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public static Terrain Spike = new Terrain('^', true);
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public static Terrain Wood = new Terrain('_', true);
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public static Terrain WoodL = new Terrain('(', true);
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public static Terrain WoodR = new Terrain(')', true);
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public static Terrain WoodVert = new Terrain('|', false);
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public static Terrain WoodVertL = new Terrain('/', false);
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public static Terrain WoodVertR = new Terrain('\\', false);
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public static Terrain WoodBottom = new Terrain('v', false);
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public static Terrain FenceL = new Terrain('d', false);
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public static Terrain Fence = new Terrain('f', false);
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public static Terrain FencePost = new Terrain('x', false);
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public static Terrain FenceR = new Terrain('b', false);
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2020-02-20 18:23:57 +00:00
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public static Terrain VineTop = new Terrain('{', false);
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public static Terrain VineMid = new Terrain(';', false);
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public static Terrain VineBottom = new Terrain('}', false);
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public static Terrain GrassTall = new Terrain('q', false);
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public static Terrain GrassShort = new Terrain('w', false);
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public static Terrain Shoots = new Terrain('e', false);
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public static Terrain Bush = new Terrain('r', false);
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public static Terrain Mushroom = new Terrain('t', false);
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2020-02-20 17:25:46 +00:00
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public bool IsObstacle { get; private set; }
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private Terrain(char symbol, bool isObstacle) {
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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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IsObstacle = isObstacle;
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mapping[symbol] = this;
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}
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2020-01-18 03:41:45 +00:00
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}
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2020-02-18 20:24:08 +00:00
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class TileFactory {
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2020-02-18 21:50:26 +00:00
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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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2020-02-18 20:24:08 +00:00
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}
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}
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2020-02-19 16:19:23 +00:00
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readonly Dictionary<Terrain, TextureSource> terrainToTexture;
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public TileFactory() {
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terrainToTexture = new Dictionary<Terrain, TextureSource>() {
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{ Terrain.GrassL, GetTextureSource(Textures.Grassland, 2, 0) },
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{ Terrain.Grass, GetTextureSource(Textures.Grassland, 3, 0) },
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{ Terrain.GrassR, GetTextureSource(Textures.Grassland, 4, 0) },
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{ Terrain.Rock, GetTextureSource(Textures.Grassland, 3, 1) },
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{ Terrain.RockL, GetTextureSource(Textures.Grassland, 1, 2) },
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{ Terrain.RockR, GetTextureSource(Textures.Grassland, 5, 2) },
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2020-02-19 20:06:02 +00:00
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{ Terrain.WaterL, GetTextureSource(Textures.Grassland, 9, 2) },
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{ Terrain.WaterR, GetTextureSource(Textures.Grassland, 10, 2) },
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{ Terrain.Block, GetTextureSource(Textures.Ruins, 2, 0) },
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{ Terrain.Spike, GetTextureSource(Textures.Grassland, 11, 8) },
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{ Terrain.Wood, GetTextureSource(Textures.Grassland, 10, 3) },
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{ Terrain.WoodL, GetTextureSource(Textures.Grassland, 9, 3) },
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{ Terrain.WoodR, GetTextureSource(Textures.Grassland, 12, 3) },
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{ Terrain.WoodVert, GetTextureSource(Textures.Grassland, 9, 5) },
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{ Terrain.WoodVertL, GetTextureSource(Textures.Grassland, 9, 4) },
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{ Terrain.WoodVertR, GetTextureSource(Textures.Grassland, 12, 4) },
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{ Terrain.WoodBottom, GetTextureSource(Textures.Grassland, 10, 5) },
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2020-02-19 20:06:02 +00:00
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{ Terrain.FenceL, GetTextureSource(Textures.Grassland, 5, 4) },
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{ Terrain.Fence, GetTextureSource(Textures.Grassland, 6, 4) },
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{ Terrain.FencePost, GetTextureSource(Textures.Grassland, 7, 4) },
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{ Terrain.FenceR, GetTextureSource(Textures.Grassland, 8, 4) },
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2020-02-20 18:23:57 +00:00
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{ Terrain.VineTop, GetTextureSource(Textures.Ruins, 12, 5) },
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{ Terrain.VineMid, GetTextureSource(Textures.Ruins, 12, 6) },
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{ Terrain.VineBottom, GetTextureSource(Textures.Ruins, 12, 7) },
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{ Terrain.GrassTall, GetTextureSource(Textures.Grassland, 13, 0) },
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{ Terrain.GrassShort, GetTextureSource(Textures.Grassland, 14, 0) },
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{ Terrain.Shoots, GetTextureSource(Textures.Grassland, 15, 0) },
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{ Terrain.Bush, GetTextureSource(Textures.Grassland, 13, 2) },
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{ Terrain.Mushroom, GetTextureSource(Textures.Grassland, 17, 2) },
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2020-02-18 20:24:08 +00:00
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};
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}
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public Tile MakeTile(Terrain terrain, Rectangle position) {
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2020-02-18 21:50:26 +00:00
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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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2020-02-19 16:19:23 +00:00
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private TextureSource GetTextureSource(Texture2D texture, int x, int y) {
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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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2020-01-18 03:41:45 +00:00
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class Tile {
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2020-01-25 02:04:30 +00:00
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readonly Texture2D texture;
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2020-02-02 14:04:33 +00:00
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readonly Rectangle textureSource;
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2020-02-18 20:24:08 +00:00
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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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2020-01-18 03:41:45 +00:00
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}
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2020-01-25 16:15:11 +00:00
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public Rectangle Position { get; private set; }
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public Terrain Terrain { get; private set; }
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2020-01-18 03:41:45 +00:00
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2020-02-04 22:37:42 +00:00
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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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2020-02-02 14:04:33 +00:00
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}
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2020-01-18 03:41:45 +00:00
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}
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class World {
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public const int TileSize = 16;
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2020-01-28 02:58:48 +00:00
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readonly Tile[] tiles;
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readonly Tile[] decorations;
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2020-01-29 23:01:41 +00:00
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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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2020-01-29 23:27:20 +00:00
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public int Height {
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get { return tileHeight * TileSize; }
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}
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2020-02-19 16:19:23 +00:00
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public World(string levelSpecification) {
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TileFactory factory = new TileFactory();
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var tilesList = new List<Tile>();
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var decorationsList = new List<Tile>();
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2020-02-04 14:55:07 +00:00
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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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2020-02-02 15:32:32 +00:00
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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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2020-02-02 15:32:32 +00:00
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var position = new Rectangle(i * TileSize, j * TileSize, TileSize, TileSize);
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Tile tile = factory.MakeTile(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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2020-01-18 03:41:45 +00:00
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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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2020-02-20 17:25:46 +00:00
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decorations = decorationsList.ToArray();
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2020-01-29 21:11:28 +00:00
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2020-01-29 23:04:56 +00:00
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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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2020-01-29 22:43:32 +00:00
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// are nearby a given x-position.
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2020-01-30 21:58:42 +00:00
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CollisionTargets = new AABB[tiles.Length + 2];
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2020-01-29 22:43:32 +00:00
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// Add a synthetic collisionTarget on the left side of the world.
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2020-01-30 21:58:42 +00:00
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CollisionTargets[0] = new AABB(new Vector2(-1, 0), new Vector2(1, float.MaxValue));
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2020-01-29 22:43:32 +00:00
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// Now add all the normal collisionTargets for every static terrain tile.
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2020-01-29 21:11:28 +00:00
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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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2020-01-29 21:11:28 +00:00
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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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2020-01-29 22:43:32 +00:00
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// Add a final synthetic collisionTarget on the right side of the world.
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2020-01-30 21:58:42 +00:00
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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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2020-02-20 17:25:46 +00:00
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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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}
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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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2020-01-30 21:58:42 +00:00
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public AABB[] CollisionTargets { get; }
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}
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}
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