using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; 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 } enum TileSet { Cemetery, Crypt, Dungeon, Forest, Garden, Grassland, Ruins, Sewer, Temple, Village, } class TileFactory { struct TextureSource { public Texture2D texture; public Rectangle source; public TextureSource(Texture2D texture, Rectangle source) { this.texture = texture; this.source = source; } } static readonly Dictionary tileSetToContentPath = new Dictionary() { { TileSet.Cemetery, "tiles/anokolisa/cemetery" }, { TileSet.Crypt, "tiles/anokolisa/crypt" }, { TileSet.Dungeon, "tiles/anokolisa/dungeon" }, { TileSet.Forest, "tiles/anokolisa/forest" }, { TileSet.Garden, "tiles/anokolisa/garden" }, { TileSet.Grassland, "tiles/anokolisa/grassland" }, { TileSet.Ruins, "tiles/anokolisa/ruins" }, { TileSet.Sewer, "tiles/anokolisa/sewer" }, { TileSet.Temple, "tiles/anokolisa/temple" }, { TileSet.Village, "tiles/anokolisa/village" }, }; readonly Dictionary terrainToTexture = new Dictionary(); readonly Texture2D[] textures; public TileFactory(ContentManager content) { Array tileSets = Enum.GetValues(typeof(TileSet)); textures = new Texture2D[tileSets.Length]; foreach (TileSet tileSet in tileSets) { textures[(int) tileSet] = content.Load(tileSetToContentPath[tileSet]); } terrainToTexture[Terrain.Grass] = GetTextureSource(TileSet.Grassland, 3, 0); terrainToTexture[Terrain.GrassL] = GetTextureSource(TileSet.Grassland, 2, 0); terrainToTexture[Terrain.GrassR] = GetTextureSource(TileSet.Grassland, 4, 0); terrainToTexture[Terrain.Rock] = GetTextureSource(TileSet.Grassland, 3, 1); terrainToTexture[Terrain.RockL] = GetTextureSource(TileSet.Grassland, 1, 2); terrainToTexture[Terrain.RockR] = GetTextureSource(TileSet.Grassland, 5, 2); terrainToTexture[Terrain.Water] = GetTextureSource(TileSet.Grassland, 9, 2); terrainToTexture[Terrain.Block] = GetTextureSource(TileSet.Grassland, 6, 3); } public Tile MakeTile(Terrain terrain, Rectangle position) { TextureSource textureSource = terrainToTexture[terrain]; return new Tile(terrain, position, textureSource.texture, textureSource.source); } private TextureSource GetTextureSource(TileSet tileSet, int x, int y) { Texture2D texture = textures[(int) tileSet]; int size = World.TileSize; Rectangle position = new Rectangle(x * size, y * size, size, size); return new TextureSource(texture, position); } } class Tile { readonly Texture2D texture; readonly Rectangle textureSource; public Tile(Terrain terrain, Rectangle position, Texture2D texture, Rectangle textureSource) { Terrain = terrain; Position = position; this.texture = texture; 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); } } 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 charToTerrain = new Dictionary() { { '=', Terrain.Grass }, { '<', Terrain.GrassL }, { '>', Terrain.GrassR }, { '.', Terrain.Rock }, { '[', Terrain.RockL }, { ']', Terrain.RockR }, { '~', Terrain.Water }, { 'X', Terrain.Block } }; public World(ContentManager content, string levelSpecification) { TileFactory factory = new TileFactory(content); var tilesList = new List(); 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(factory.MakeTile(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; } } }