Make TextureRef class for holding textures.
Use it in World so that all Terrain-specific configuration can be specified in one place. GitOrigin-RevId: 31acf292ae6e438f609a7396e78555e1db9b744e
This commit is contained in:
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0e164f7b75
commit
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@ -237,7 +237,7 @@ namespace SemiColinGames {
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Vector2 spriteCenter = new Vector2(spriteWidth / 2, spriteHeight / 2 + spriteCenterYOffset);
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Vector2 spriteCenter = new Vector2(spriteWidth / 2, spriteHeight / 2 + spriteCenterYOffset);
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SpriteEffects effect = Facing == 1 ?
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SpriteEffects effect = Facing == 1 ?
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SpriteEffects.FlipHorizontally : SpriteEffects.None;
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SpriteEffects.FlipHorizontally : SpriteEffects.None;
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spriteBatch.Draw(Textures.Player, position.ToVector2(), textureSource, Color.White, 0f,
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spriteBatch.Draw(Textures.Player.Get(), position.ToVector2(), textureSource, Color.White, 0f,
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spriteCenter, Vector2.One, effect, 0f);
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spriteCenter, Vector2.One, effect, 0f);
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}
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}
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}
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}
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@ -60,10 +60,10 @@ namespace SemiColinGames {
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float xScale = 1f / 16;
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float xScale = 1f / 16;
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for (int i = 0; i < Textures.Backgrounds.Length; i++) {
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for (int i = 0; i < Textures.Backgrounds.Length; i++) {
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int yOffset = Textures.Backgrounds[i].Height - camera.Height - 24;
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int yOffset = Textures.Backgrounds[i].Get().Height - camera.Height - 24;
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Rectangle bgSource = new Rectangle(
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Rectangle bgSource = new Rectangle(
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(int) (camera.Left * xScale), yOffset, camera.Width, camera.Height);
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(int) (camera.Left * xScale), yOffset, camera.Width, camera.Height);
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spriteBatch.Draw(Textures.Backgrounds[i], bgTarget, bgSource, Color.White);
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spriteBatch.Draw(Textures.Backgrounds[i].Get(), bgTarget, bgSource, Color.White);
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xScale *= 2;
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xScale *= 2;
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}
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}
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spriteBatch.End();
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spriteBatch.End();
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@ -1,47 +1,64 @@
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using System.Collections.Generic;
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namespace SemiColinGames {
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namespace SemiColinGames {
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class TextureRef {
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private static readonly List<TextureRef> allTextures = new List<TextureRef>();
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public static void LoadAll(ContentManager content) {
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foreach (TextureRef texture in allTextures) {
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texture.Load(content);
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}
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}
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private readonly string contentPath;
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private Texture2D texture;
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public TextureRef(string contentPath) {
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allTextures.Add(this);
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this.contentPath = contentPath;
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}
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public Texture2D Get() {
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return texture;
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}
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private void Load(ContentManager content) {
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texture = content.Load<Texture2D>(contentPath);
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}
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}
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class Textures {
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class Textures {
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public static Texture2D Player;
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// Backgrounds are indexed by draw order; the first element should be drawn furthest back.
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public static Texture2D[] Backgrounds = new Texture2D[4];
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public static Texture2D Cemetery;
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public static Texture2D Crypt;
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public static Texture2D Dungeon;
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public static Texture2D Forest;
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public static Texture2D Garden;
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public static Texture2D Grassland;
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public static Texture2D Ruins;
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public static Texture2D Sewer;
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public static Texture2D Temple;
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public static Texture2D Village;
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public static SpriteFont DebugFont;
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public static SpriteFont DebugFont;
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public static TextureRef Player = new TextureRef("sprites/ccg/ninja_female");
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// Backgrounds are indexed by draw order; the first element should be drawn furthest back.
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public static TextureRef[] Backgrounds = new TextureRef[] {
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new TextureRef("backgrounds/szadiart/pf4/background1_day"),
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new TextureRef("backgrounds/szadiart/pf4/background2a_day"),
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new TextureRef("backgrounds/szadiart/pf4/background3_day"),
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new TextureRef("backgrounds/szadiart/pf4/background4_day"),
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};
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public static TextureRef Cemetery = new TextureRef("tiles/anokolisa/cemetery");
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public static TextureRef Crypt = new TextureRef("tiles/anokolisa/crypt");
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public static TextureRef Dungeon = new TextureRef("tiles/anokolisa/dungeon");
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public static TextureRef Forest = new TextureRef("tiles/anokolisa/forest");
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public static TextureRef Garden = new TextureRef("tiles/anokolisa/garden");
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public static TextureRef Grassland = new TextureRef("tiles/anokolisa/grassland");
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public static TextureRef Ruins = new TextureRef("tiles/anokolisa/ruins");
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public static TextureRef Sewer = new TextureRef("tiles/anokolisa/sewer");
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public static TextureRef Temple = new TextureRef("tiles/anokolisa/temple");
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public static TextureRef Village = new TextureRef("tiles/anokolisa/village");
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public static void Load(ContentManager content) {
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public static void Load(ContentManager content) {
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Player = content.Load<Texture2D>("sprites/ccg/ninja_female");
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Backgrounds[0] = content.Load<Texture2D>("backgrounds/szadiart/pf4/background1_day");
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Backgrounds[1] = content.Load<Texture2D>("backgrounds/szadiart/pf4/background2a_day");
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Backgrounds[2] = content.Load<Texture2D>("backgrounds/szadiart/pf4/background3_day");
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Backgrounds[3] = content.Load<Texture2D>("backgrounds/szadiart/pf4/background4_day");
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Cemetery = content.Load<Texture2D>("tiles/anokolisa/cemetery");
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Crypt = content.Load<Texture2D>("tiles/anokolisa/crypt");
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Dungeon = content.Load<Texture2D>("tiles/anokolisa/dungeon");
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Forest = content.Load<Texture2D>("tiles/anokolisa/forest");
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Garden = content.Load<Texture2D>("tiles/anokolisa/garden");
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Grassland = content.Load<Texture2D>("tiles/anokolisa/grassland");
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Ruins = content.Load<Texture2D>("tiles/anokolisa/ruins");
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Sewer = content.Load<Texture2D>("tiles/anokolisa/sewer");
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Temple = content.Load<Texture2D>("tiles/anokolisa/temple");
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Village = content.Load<Texture2D>("tiles/anokolisa/village");
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DebugFont = content.Load<SpriteFont>("font");
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DebugFont = content.Load<SpriteFont>("font");
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TextureRef.LoadAll(content);
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}
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}
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}
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}
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}
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}
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141
Shared/World.cs
141
Shared/World.cs
@ -5,6 +5,7 @@ using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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namespace SemiColinGames {
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namespace SemiColinGames {
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class Terrain {
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class Terrain {
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public static Terrain FromSymbol(char symbol) {
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public static Terrain FromSymbol(char symbol) {
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@ -17,123 +18,64 @@ namespace SemiColinGames {
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private readonly static Dictionary<char, Terrain> mapping = new Dictionary<char, Terrain>();
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private readonly 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 Grass = new Terrain('=', true, Textures.Grassland, 3, 0);
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public static Terrain GrassL = new Terrain('<', true);
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public static Terrain GrassL = new Terrain('<', true, Textures.Grassland, 2, 0);
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public static Terrain GrassR = new Terrain('>', true);
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public static Terrain GrassR = new Terrain('>', true, Textures.Grassland, 4, 0);
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public static Terrain Rock = new Terrain('.', true);
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public static Terrain Rock = new Terrain('.', true, Textures.Grassland, 3, 1);
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public static Terrain RockL = new Terrain('[', true);
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public static Terrain RockL = new Terrain('[', true, Textures.Grassland, 1, 2);
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public static Terrain RockR = new Terrain(']', true);
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public static Terrain RockR = new Terrain(']', true, Textures.Grassland, 5, 2);
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public static Terrain WaterL = new Terrain('~', false);
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public static Terrain WaterL = new Terrain('~', false, Textures.Grassland, 9, 2);
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public static Terrain WaterR = new Terrain('`', false);
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public static Terrain WaterR = new Terrain('`', false, Textures.Grassland, 10, 2);
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public static Terrain Block = new Terrain('X', true);
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public static Terrain Block = new Terrain('X', true, Textures.Ruins, 2, 0);
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public static Terrain Spike = new Terrain('^', true);
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public static Terrain Spike = new Terrain('^', true, Textures.Grassland, 11, 8);
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public static Terrain Wood = new Terrain('_', true);
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public static Terrain Wood = new Terrain('_', true, Textures.Grassland, 10, 3);
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public static Terrain WoodL = new Terrain('(', true);
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public static Terrain WoodL = new Terrain('(', true, Textures.Grassland, 9, 3);
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public static Terrain WoodR = new Terrain(')', true);
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public static Terrain WoodR = new Terrain(')', true, Textures.Grassland, 12, 3);
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public static Terrain WoodVert = new Terrain('|', false);
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public static Terrain WoodVert = new Terrain('|', false, Textures.Grassland, 9, 5);
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public static Terrain WoodVertL = new Terrain('/', false);
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public static Terrain WoodVertL = new Terrain('/', false, Textures.Grassland, 9, 4);
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public static Terrain WoodVertR = new Terrain('\\', false);
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public static Terrain WoodVertR = new Terrain('\\', false, Textures.Grassland, 12, 4);
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public static Terrain WoodBottom = new Terrain('v', false);
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public static Terrain WoodBottom = new Terrain('v', false, Textures.Grassland, 10, 5);
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public static Terrain FenceL = new Terrain('d', false);
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public static Terrain FenceL = new Terrain('d', false, Textures.Grassland, 5, 4);
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public static Terrain Fence = new Terrain('f', false);
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public static Terrain Fence = new Terrain('f', false, Textures.Grassland, 6, 4);
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public static Terrain FencePost = new Terrain('x', false);
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public static Terrain FencePost = new Terrain('x', false, Textures.Grassland, 7, 4);
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public static Terrain FenceR = new Terrain('b', false);
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public static Terrain FenceR = new Terrain('b', false, Textures.Grassland, 8, 4);
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public static Terrain VineTop = new Terrain('{', false);
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public static Terrain VineTop = new Terrain('{', false, Textures.Ruins, 12, 5);
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public static Terrain VineMid = new Terrain(';', false);
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public static Terrain VineMid = new Terrain(';', false, Textures.Ruins, 12, 6);
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public static Terrain VineBottom = new Terrain('}', false);
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public static Terrain VineBottom = new Terrain('}', false, Textures.Ruins, 12, 7);
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public static Terrain GrassTall = new Terrain('q', false);
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public static Terrain GrassTall = new Terrain('q', false, Textures.Grassland, 13, 0);
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public static Terrain GrassShort = new Terrain('w', false);
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public static Terrain GrassShort = new Terrain('w', false, Textures.Grassland, 14, 0);
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public static Terrain Shoots = new Terrain('e', false);
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public static Terrain Shoots = new Terrain('e', false, Textures.Grassland, 15, 0);
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public static Terrain Bush = new Terrain('r', false);
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public static Terrain Bush = new Terrain('r', false, Textures.Grassland, 13, 2);
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public static Terrain Mushroom = new Terrain('t', false);
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public static Terrain Mushroom = new Terrain('t', false, Textures.Grassland, 17, 2);
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public bool IsObstacle { get; private set; }
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public bool IsObstacle { get; private set; }
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public TextureRef Texture { get; private set; }
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public Rectangle TextureSource { get; private set; }
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private Terrain(char symbol, bool isObstacle) {
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private Terrain(char symbol, bool isObstacle, TextureRef texture, int x, int y) {
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if (mapping.ContainsKey(symbol)) {
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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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throw new ArgumentException("already have a terrain with symbol " + symbol);
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}
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}
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IsObstacle = isObstacle;
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mapping[symbol] = this;
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mapping[symbol] = this;
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}
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IsObstacle = isObstacle;
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}
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Texture = texture;
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class TileFactory {
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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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}
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}
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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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{ 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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{ 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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{ 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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};
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}
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public Tile MakeTile(Terrain terrain, Rectangle position) {
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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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private TextureSource GetTextureSource(Texture2D texture, int x, int y) {
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int size = World.TileSize;
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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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TextureSource = 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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}
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}
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class Tile {
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class Tile {
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readonly Texture2D texture;
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public Tile(Terrain terrain, Rectangle position) {
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readonly Rectangle textureSource;
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public Tile(Terrain terrain, Rectangle position, Texture2D texture, Rectangle textureSource) {
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Terrain = terrain;
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Terrain = terrain;
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Position = position;
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Position = position;
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this.texture = texture;
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this.textureSource = textureSource;
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}
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}
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public Rectangle Position { get; private set; }
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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 Terrain Terrain { get; private set; }
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public void Draw(SpriteBatch spriteBatch) {
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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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spriteBatch.Draw(
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Terrain.Texture.Get(), Position.Location.ToVector2(), Terrain.TextureSource, Color.White);
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}
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}
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}
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}
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@ -157,7 +99,6 @@ namespace SemiColinGames {
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}
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}
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public World(string levelSpecification) {
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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 tilesList = new List<Tile>();
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var decorationsList = new List<Tile>();
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var decorationsList = new List<Tile>();
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string[] worldDesc = levelSpecification.Substring(1).Split('\n');
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string[] worldDesc = levelSpecification.Substring(1).Split('\n');
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@ -171,7 +112,7 @@ namespace SemiColinGames {
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Terrain terrain = Terrain.FromSymbol(key);
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Terrain terrain = Terrain.FromSymbol(key);
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if (terrain != null) {
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if (terrain != null) {
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var position = new Rectangle(i * TileSize, j * TileSize, TileSize, TileSize);
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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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Tile tile = new Tile(terrain, position);
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if (tile.Terrain.IsObstacle) {
|
if (tile.Terrain.IsObstacle) {
|
||||||
tilesList.Add(tile);
|
tilesList.Add(tile);
|
||||||
} else {
|
} else {
|
||||||
|
Loading…
Reference in New Issue
Block a user