180 lines
8.2 KiB
C#
180 lines
8.2 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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namespace SemiColinGames {
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enum Terrain {
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Empty,
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Grass,
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GrassL,
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GrassR,
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Rock,
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RockL,
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RockR,
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Water,
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Block
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}
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class Tile {
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Texture2D texture;
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Terrain terrain;
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Rectangle position;
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public Tile(Texture2D texture, Terrain terrain, Rectangle position) {
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this.texture = texture;
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this.terrain = terrain;
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this.position = position;
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}
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public Rectangle Position { get { return position; } }
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public Terrain Terrain { get { return terrain; } }
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public void Draw(SpriteBatch spriteBatch, Camera camera) {
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int size = World.TileSize;
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Vector2 drawPos = new Vector2(position.Left - camera.Left, position.Top);
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switch (terrain) {
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case Terrain.Grass: {
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// TODO: hold these rectangles statically instead of making them anew constantly.
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Rectangle source = new Rectangle(3 * size, 0 * size, size, size);
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spriteBatch.Draw(texture, drawPos, source, Color.White);
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break;
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}
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case Terrain.GrassL: {
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Rectangle source = new Rectangle(2 * size, 0 * size, size, size);
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spriteBatch.Draw(texture, drawPos, source, Color.White);
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break;
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}
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case Terrain.GrassR: {
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Rectangle source = new Rectangle(4 * size, 0 * size, size, size);
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spriteBatch.Draw(texture, drawPos, source, Color.White);
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break;
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}
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case Terrain.Rock: {
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Rectangle source = new Rectangle(3 * size, 1 * size, size, size);
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spriteBatch.Draw(texture, drawPos, source, Color.White);
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break;
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}
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case Terrain.RockL: {
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Rectangle source = new Rectangle(1 * size, 2 * size, size, size);
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spriteBatch.Draw(texture, drawPos, source, Color.White);
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break;
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}
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case Terrain.RockR: {
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Rectangle source = new Rectangle(5 * size, 2 * size, size, size);
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spriteBatch.Draw(texture, drawPos, source, Color.White);
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break;
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}
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case Terrain.Water: {
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Rectangle source = new Rectangle(9 * size, 2 * size, size, size);
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spriteBatch.Draw(texture, drawPos, source, Color.White);
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break;
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}
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case Terrain.Block: {
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Rectangle source = new Rectangle(6 * size, 3 * size, size, size);
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spriteBatch.Draw(texture, drawPos, source, Color.White);
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break;
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}
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case Terrain.Empty:
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default:
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break;
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}
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}
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}
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class World {
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public const int TileSize = 16;
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int width;
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int height;
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Tile[,] tiles;
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public int Width { get; }
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public int Height { get; }
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string[] worldDesc = new string[] {
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" ",
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" ",
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" ",
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" ",
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" ",
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" X ",
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" . ",
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" X <======> <==X X <=> <XX> XX . ",
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" XXX . ",
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" XXXX . ",
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" XXXXX . ",
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" X <X=X> <> <> <X> = <> X X X X <> X X XX X <=X> XXXXXX . ",
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" <> [] [] XX XX XXX XX XXXXXXX . ",
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" <> [] [] [] XXX XXX XXXX XXX <> <> XXXXXXXX ",
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" []12345678[]123456[]123456789[]1234567890 123456 123456 12345 1234 12345 1234 123XXXX XXXX1234XXXXX XXXX1234[]123 1234567[]XXXXXXXXX12345678 ",
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"===========================..========..======..=========..=========> <=============> <==============================================================> <=======..==============..==============================",
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"...................................................................] [.............] [..............................................................] [......................................................." };
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public World(Texture2D texture) {
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// TODO: better error handling for if the string[] isn't rectangular.
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width = worldDesc[0].Length;
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height = worldDesc.Length;
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tiles = new Tile[width, height];
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for (int j = 0; j < height; j++) {
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for (int i = 0; i < width; i++) {
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Terrain terrain;
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switch (worldDesc[j][i]) {
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case '=':
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terrain = Terrain.Grass;
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break;
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case '<':
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terrain = Terrain.GrassL;
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break;
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case '>':
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terrain = Terrain.GrassR;
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break;
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case '.':
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terrain = Terrain.Rock;
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break;
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case '[':
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terrain = Terrain.RockL;
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break;
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case ']':
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terrain = Terrain.RockR;
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break;
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case '~':
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terrain = Terrain.Water;
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break;
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case 'X':
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terrain = Terrain.Block;
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break;
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case ' ':
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default:
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terrain = Terrain.Empty;
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break;
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}
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var position = new Rectangle(i * TileSize, j * TileSize, TileSize, TileSize);
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tiles[i, j] = new Tile(texture, terrain, position);
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}
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}
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}
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public void Draw(SpriteBatch spriteBatch, Camera camera) {
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for (int j = 0; j < height; j++) {
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for (int i = 0; i < width; i++) {
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tiles[i, j].Draw(spriteBatch, camera);
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}
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}
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}
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public List<Rectangle> CollisionTargets() {
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var result = new List<Rectangle>();
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for (int j = 0; j < height; j++) {
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for (int i = 0; i < width; i++) {
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var t = tiles[i, j];
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if (t.Terrain != Terrain.Empty) {
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result.Add(t.Position);
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}
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}
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}
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return result;
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}
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}
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}
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