parse World from string, add GrassL, GrassR, and Water terrains

GitOrigin-RevId: 40497e34785fe279980831f3e2b8e2155a7bfc8a
This commit is contained in:
Colin McMillen 2019-12-17 08:27:59 -05:00
parent f364a9c6ff
commit 873d35dcfb

View File

@ -7,7 +7,10 @@ namespace Jumpy {
enum Terrain { enum Terrain {
Empty, Empty,
Grass, Grass,
Rock GrassL,
GrassR,
Rock,
Water
} }
class Tile { class Tile {
@ -33,11 +36,26 @@ namespace Jumpy {
spriteBatch.Draw(texture, position, source, Color.White); spriteBatch.Draw(texture, position, source, Color.White);
break; break;
} }
case Terrain.GrassL: {
Rectangle source = new Rectangle(2 * size, 0 * size, size, size);
spriteBatch.Draw(texture, position, source, Color.White);
break;
}
case Terrain.GrassR: {
Rectangle source = new Rectangle(4 * size, 0 * size, size, size);
spriteBatch.Draw(texture, position, source, Color.White);
break;
}
case Terrain.Rock: { case Terrain.Rock: {
Rectangle source = new Rectangle(3 * size, 1 * size, size, size); Rectangle source = new Rectangle(3 * size, 1 * size, size, size);
spriteBatch.Draw(texture, position, source, Color.White); spriteBatch.Draw(texture, position, source, Color.White);
break; break;
} }
case Terrain.Water: {
Rectangle source = new Rectangle(9 * size, 2 * size, size, size);
spriteBatch.Draw(texture, position, source, Color.White);
break;
}
case Terrain.Empty: case Terrain.Empty:
default: default:
break; break;
@ -55,31 +73,48 @@ namespace Jumpy {
public int Width { get; } public int Width { get; }
public int Height { get; } public int Height { get; }
string[] worldDesc = new string[] {
" ",
" ",
" ",
" <=> ",
" ",
" ",
" <=> <=> ",
" = ",
" ",
" ",
"=============> <===",
"..............~~~~~." };
public World(Texture2D texture) { public World(Texture2D texture) {
width = Camera.Width / TileSize; // TODO: better error handling for if the string[] isn't rectangular.
height = Camera.Height / TileSize + 1; width = worldDesc[0].Length;
height = worldDesc.Length;
tiles = new Tile[width, height]; tiles = new Tile[width, height];
for (int j = 0; j < height; j++) { for (int j = 0; j < height; j++) {
for (int i = 0; i < width; i++) { for (int i = 0; i < width; i++) {
Terrain terrain; Terrain terrain;
if (j < height - 2) { switch (worldDesc[j][i]) {
case '=':
terrain = Terrain.Grass;
break;
case '<':
terrain = Terrain.GrassL;
break;
case '>':
terrain = Terrain.GrassR;
break;
case '.':
terrain = Terrain.Rock;
break;
case '~':
terrain = Terrain.Water;
break;
case ' ':
default:
terrain = Terrain.Empty; terrain = Terrain.Empty;
} else if (j == height - 2) { break;
terrain = Terrain.Grass;
} else {
terrain = Terrain.Rock;
}
if (j == 6 && 11 < i && i < 16) {
terrain = Terrain.Grass;
}
if (j == 3 && 15 < i && i < 19) {
terrain = Terrain.Grass;
}
if (j == 7 && i == 5) {
terrain = Terrain.Grass;
}
if (7 <= j && j <= 10 && i == 12) {
terrain = Terrain.Rock;
} }
var position = new Rectangle(i * TileSize, j * TileSize, TileSize, TileSize); var position = new Rectangle(i * TileSize, j * TileSize, TileSize, TileSize);
tiles[i, j] = new Tile(texture, terrain, position); tiles[i, j] = new Tile(texture, terrain, position);