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using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq;
namespace SemiColinGames { enum Terrain { Grass, GrassL, GrassR, Rock, RockL, RockR, Water, Block }
class Tile { readonly Texture2D texture; readonly Rectangle textureSource;
static readonly Dictionary<Terrain, Point> terrainToTilePosition = new Dictionary<Terrain, Point>() { { Terrain.Grass, new Point(3, 0) }, { Terrain.GrassL, new Point(2, 0) }, { Terrain.GrassR, new Point(4, 0) }, { Terrain.Rock, new Point(3, 1) }, { Terrain.RockL, new Point(1, 2) }, { Terrain.RockR, new Point(5, 2) }, { Terrain.Water, new Point(9, 2) }, { Terrain.Block, new Point(6, 3) }, };
public Tile(Texture2D texture, Terrain terrain, Rectangle position) { this.texture = texture; Terrain = terrain; Position = position; this.textureSource = TextureSource(); }
public Rectangle Position { get; private set; } public Terrain Terrain { get; private set; }
public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(texture, Position.Location.ToVector2(), textureSource, Color.White); }
private Rectangle TextureSource() { int size = World.TileSize; Point pos = terrainToTilePosition[Terrain]; return new Rectangle(pos.X * size, pos.Y * size, size, size); } }
class World {
public const int TileSize = 16; readonly Tile[] tiles;
// Size of World in terms of tile grid.
private readonly int tileWidth; private readonly int tileHeight;
// Size of World in pixels.
public int Width { get { return tileWidth * TileSize; } }
public int Height { get { return tileHeight * TileSize; } }
private static readonly Dictionary<char, Terrain> charToTerrain = new Dictionary<char, Terrain>() { { '=', Terrain.Grass }, { '<', Terrain.GrassL }, { '>', Terrain.GrassR }, { '.', Terrain.Rock }, { '[', Terrain.RockL }, { ']', Terrain.RockR }, { '~', Terrain.Water }, { 'X', Terrain.Block } };
public World(Texture2D texture, string levelSpecification) { var tilesList = new List<Tile>(); string[] worldDesc = levelSpecification.Split('\n'); tileWidth = worldDesc.AsQueryable().Max(a => a.Length); tileHeight = worldDesc.Length; Debug.WriteLine("world size: {0}x{1}", tileWidth, tileHeight); for (int i = 0; i < tileWidth; i++) { for (int j = 0; j < tileHeight; j++) { if (i < worldDesc[j].Length) { char key = worldDesc[j][i]; if (charToTerrain.ContainsKey(key)) { Terrain terrain = charToTerrain[key]; var position = new Rectangle(i * TileSize, j * TileSize, TileSize, TileSize); tilesList.Add(new Tile(texture, terrain, position)); } } } } tiles = tilesList.ToArray();
// Because we added tiles from left to right, the CollisionTargets are sorted by x-position.
// We maintain this invariant so that it's possible to efficiently find CollisionTargets that
// are nearby a given x-position.
CollisionTargets = new AABB[tiles.Length + 2];
// Add a synthetic collisionTarget on the left side of the world.
CollisionTargets[0] = new AABB(new Vector2(-1, 0), new Vector2(1, float.MaxValue));
// Now add all the normal collisionTargets for every static terrain tile.
Vector2 halfSize = new Vector2(TileSize / 2, TileSize / 2); for (int i = 0; i < tiles.Length; i++) { Vector2 center = new Vector2( tiles[i].Position.Left + halfSize.X, tiles[i].Position.Top + halfSize.Y); CollisionTargets[i + 1] = new AABB(center, halfSize); }
// Add a final synthetic collisionTarget on the right side of the world.
CollisionTargets[tiles.Length + 1] = new AABB( new Vector2(Width + 1, 0), new Vector2(1, float.MaxValue)); }
public void Draw(SpriteBatch spriteBatch) { foreach (Tile t in tiles) { t.Draw(spriteBatch); } }
public AABB[] CollisionTargets { get; } } }
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