|
|
@ -35,7 +35,7 @@ namespace SemiColinGames { |
|
|
|
|
|
|
|
// TODO: remove this.
|
|
|
|
public const int TileSize = 16; |
|
|
|
readonly Tile[] tiles; |
|
|
|
readonly Tile[] obstacles; |
|
|
|
readonly Tile[] decorations; |
|
|
|
// Kept around for resetting the world's entities after player death or level restart.
|
|
|
|
readonly JToken entitiesLayer; |
|
|
@ -134,8 +134,8 @@ namespace SemiColinGames { |
|
|
|
} |
|
|
|
// Get all the obstacles into a single array, sorted by X.
|
|
|
|
obstacleTiles.AddRange(hazardTiles); |
|
|
|
tiles = obstacleTiles.ToArray(); |
|
|
|
Array.Sort(tiles, CompareByX); |
|
|
|
obstacles = obstacleTiles.ToArray(); |
|
|
|
Array.Sort(obstacles, CompareByX); |
|
|
|
// The background tiles are added before the rest of the decorations, so that they're drawn
|
|
|
|
// in the back.
|
|
|
|
backgroundTiles.AddRange(decorationTiles); |
|
|
@ -144,21 +144,21 @@ namespace SemiColinGames { |
|
|
|
|
|
|
|
// The obstacles 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]; |
|
|
|
CollisionTargets = new AABB[obstacles.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.
|
|
|
|
// Now add all the normal collisionTargets for every obstacle.
|
|
|
|
Vector2 halfSize = new Vector2(TileSize / 2, TileSize / 2); |
|
|
|
for (int i = 0; i < tiles.Length; i++) { |
|
|
|
for (int i = 0; i < obstacles.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, tiles[i]); |
|
|
|
obstacles[i].Position.Left + halfSize.X, obstacles[i].Position.Top + halfSize.Y); |
|
|
|
CollisionTargets[i + 1] = new AABB(center, halfSize, obstacles[i]); |
|
|
|
} |
|
|
|
|
|
|
|
// Add a final synthetic collisionTarget on the right side of the world.
|
|
|
|
CollisionTargets[tiles.Length + 1] = new AABB( |
|
|
|
CollisionTargets[obstacles.Length + 1] = new AABB( |
|
|
|
new Vector2(Width + 1, 0), new Vector2(1, float.MaxValue)); |
|
|
|
} |
|
|
|
|
|
|
@ -176,6 +176,7 @@ namespace SemiColinGames { |
|
|
|
(Player, npcs) = ParseEntities(entitiesLayer); |
|
|
|
} |
|
|
|
|
|
|
|
// Draws everything that's behind the player, from back to front.
|
|
|
|
public void DrawBackground(SpriteBatch spriteBatch) { |
|
|
|
foreach (Tile t in decorations) { |
|
|
|
t.Draw(spriteBatch); |
|
|
@ -185,8 +186,9 @@ namespace SemiColinGames { |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
// Draws everything that's in front of the player, from back to front.
|
|
|
|
public void DrawForeground(SpriteBatch spriteBatch) { |
|
|
|
foreach (Tile t in tiles) { |
|
|
|
foreach (Tile t in obstacles) { |
|
|
|
t.Draw(spriteBatch); |
|
|
|
} |
|
|
|
} |
|
|
|