public static Vector2 Clamp(this Vector2 rect, FloatRectangle clamp, bool leftClampOnly = false) { float tx = rect.X; float ty = rect.Y; if (tx < clamp.X) { tx = clamp.X; } if (ty < clamp.Y) { ty = clamp.Y; } if (!leftClampOnly) { if (tx > clamp.BottomRight.X) { tx = clamp.BottomRight.X; } if (ty > clamp.BottomRight.Y) { ty = clamp.BottomRight.Y; } } return(new Vector2(tx, ty)); }
public DisplayRegion(FloatRectangle floatRectangle) { Top = floatRectangle.Top; Bottom = floatRectangle.Bottom; Left = floatRectangle.Left; Right = floatRectangle.Right; }
/// <summary> /// Creates a new Living Entity /// </summary> /// <param name="rect">The rectangle that represents the location and width and height of the entity</param> /// <param name="fileName">the location of the sprite for this entity</param> public LivingEntity(FloatRectangle rect, Sprite sprite, int health, AI.AI ai = null, int cash = 0) : base(rect, sprite) { inventory = new Inventory(); time = new GameTime(); lastShot = 60000D; interactRange = 32; // the below depend on texture, this should not be needed ever but because of the player texture it is... //this.interactBoundsOffsetY = interactBoundsOffsetY; //this.interactBoundsOffsetX = interactBoundsOffsetX; this.cash = cash; this.health = health; this.ai = ai; maxHealth = health; color = Color.Red; healthBar = new ProgressBar(new Vector2(60, 20)); healthBar.MaxValue = maxHealth; healthBar.CurrentValue = health; healthBar.IncludeText = Name; healthBar.LoadVisuals(Game1.Instance.Content, Game1.Instance.GraphicsDevice); controls.Add(healthBar); }
public static StaticButtonAsset CreateButton(FloatRectangle position, ButtonBasics bb, float fontMargin = 0) { var buttonAsset = new StaticButtonAsset(position, bb.Text, (args) => { Debug.WriteLine(bb.Text + " clicked"); }, fontMargin: fontMargin); if (bb.Symbol != null) { buttonAsset.Symbol.Value = bb.Symbol; } //if (bb.Text == "---") //{ // buttonAsset. //} if (bb.ClickAction != null) { buttonAsset.Clicked.Action = bb.ClickAction; } else { buttonAsset.Clicked.Action = (args) => { Debug.WriteLine(bb.Text + " autoclicked"); }; } buttonAsset.Enabled.Value = bb.Enabled; if (bb.OverrideBgColor != null) { buttonAsset.Normal.Value.BackgroundColor = bb.OverrideBgColor.Value; } return(buttonAsset); }
public ImageAsset(Texture2D txture, FloatRectangle position, Color?color = null, float rotation = 0) { Texture2D.Value = txture; Position.Value = position; this.ImageColor.Value = color ?? Color.White; Rotation.Value = rotation; }
public void Clear(FloatRectangle Area) { for (int i = 0; i < Lists.Count; i++) { Lists[i].Clear(Area); } }
public Rectangle GetCharacterRect(char c, int lineNumber, ref Vector2 point, out FloatRectangle destinationRectangle, out int pageIndex, float fontScale = 1) { BitmapCharacterInfo characterInfo = GetCharacterInfo(c); int sourceLeft = characterInfo.GetPixelLeft(Texture); int sourceTop = characterInfo.GetPixelTop(Texture); int sourceWidth = characterInfo.GetPixelRight(Texture) - sourceLeft; int sourceHeight = characterInfo.GetPixelBottom(Texture) - sourceTop; int distanceFromTop = characterInfo.GetPixelDistanceFromTop(LineHeightInPixels); // There could be some offset for this character int xOffset = characterInfo.GetPixelXOffset(LineHeightInPixels); point.X += xOffset * fontScale; point.Y = (lineNumber * LineHeightInPixels + distanceFromTop) * fontScale; var sourceRectangle = new Microsoft.Xna.Framework.Rectangle( sourceLeft, sourceTop, sourceWidth, sourceHeight); pageIndex = characterInfo.PageNumber; destinationRectangle = new FloatRectangle(point.X, point.Y, sourceWidth * fontScale, sourceHeight * fontScale); point.X -= xOffset * fontScale; point.X += characterInfo.GetXAdvanceInPixels(LineHeightInPixels) * fontScale; return(sourceRectangle); }
protected virtual IList <Tile> GetIntersection(FloatRectangle bounds) { TileMatrix matrix = TileMatrix.Instance; IList <Tile> intersection = matrix.Intersect(bounds); return(intersection); }
public void DoBlur(Texture2D sprite, int blurAmount, Color color, Rectangle rect, Rectangle?scissorRect, FloatRectangle?clip, int noisePerc = 0) { if (Effect == null) { return; } if (sprite == null) { return; } rect = new FloatRectangle(rect).Clamp(clip).ToRectangle; if (Solids.Settings.EnableBlur) { //// Solids.Instance.SpriteBatch.DoEnd(); //Solids.Instance.SpriteBatch.Scissor = scissorRect; //// Solids.Instance.SpriteBatch.DoEnd(); Effect.CurrentTechnique = Effect.Techniques["AcrylicBlur"]; Effect.Parameters["gfxWidth"].SetValue((float)sprite.Width); Effect.Parameters["gfxHeight"].SetValue((float)sprite.Height); Effect.Parameters["blurSize"].SetValue((int)(blurAmount)); if (noisePerc > 0) { Effect.Parameters["noisePerc"].SetValue(noisePerc); } //Solids.Instance.SpriteBatch.GraphicsDevice.Clear(Color.TransparentBlack); using (new SmartSpriteBatchManager(Solids.Instance.SpriteBatch, SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, Solids.Instance.SpriteBatch.RasterizerState, Effect, null)) { Solids.Instance.SpriteBatch.Draw(sprite, rect, rect, color); } } }
/// <summary> /// Creates a new view from a view rectangle, taking it as viewport and as view definition. /// </summary> /// <param name="rect">The view rectangle</param> /// <param name="rotation">The view rotation. Defaults to 0</param> public View(FloatRectangle rect, float rotation = 0f) { this.viewport = new Viewport((int)rect.Position.X, (int)rect.End.Y, (int)rect.End.X, (int)rect.Position.Y); this.position = rect.Position; this.size = rect.Size; this.rotation = rotation; }
public IList <Tile> Intersect(FloatRectangle bounds) { IList <Tile> intersection = new List <Tile>(); // calculate possible tile bounds to improve performance. int colStart = Math.Max(0, (int)bounds.Left / Tile.Width - 1); int colItems = (int)bounds.Width / Tile.Width + 2; int colLength = Math.Min(Tiles.GetLength(0), colStart + colItems + 1); int rowStart = Math.Max(0, (int)bounds.Top / Tile.Height - 1); int rowItems = (int)bounds.Height / Tile.Height + 2; int rowLength = Math.Min(Tiles.GetLength(1), rowStart + rowItems + 1); for (int x = colStart; x < colLength; x++) { for (int y = rowStart; y < rowLength; y++) { Tile tile = Tiles[x, y]; var intersects = bounds.Intersects(tile.Bounds); if (intersects) { intersection.Add(tile); } } } return(intersection); }
// size in public CollisionTile(int x, int y, CollisionTile[,] grid) { entities = new List <Entity.Entity>(); loc = new FloatRectangle(x, y, SIDE_LENGTH, SIDE_LENGTH); isWalkable = true; this.grid = grid; }
private Vector2 Think(GameTime gameTime, int thoughts = 3) { FloatRectangle aabb = BoundingBox.Bounds; Vector2 interpolation = Movement.InterpolationCalculator.CalculateInterpolation(gameTime); if (interpolation == Vector2.Zero) { return(interpolation); } Vector2 movement = AddMargin(interpolation) + MagicNumbers.GloopVertigoMargin; MoveResult predicted = Movement.CollisionDetection.CanMoveInterpolated(aabb, movement, DetectionType.Collision); if (!predicted.HasFlag(MoveResult.BlockedOnNegativeX) && !predicted.HasFlag(MoveResult.BlockedOnPositiveX) && predicted.HasFlag(MoveResult.BlockedOnPositiveY)) { return(interpolation); } else if (thoughts > 0) { ToggleDirection(); return(Think(gameTime, --thoughts)); } else { return(Vector2.Zero); } }
static FloatRectangle ToFloatRectangle(System.Xml.Linq.XElement element) { FloatRectangle toReturn = new FloatRectangle(); foreach (var subElement in element.Elements()) { switch (subElement.Name.LocalName) { case "Bottom": toReturn.Bottom = SceneSave.AsFloat(subElement); break; case "Left": toReturn.Left = SceneSave.AsFloat(subElement); break; case "Right": toReturn.Right = SceneSave.AsFloat(subElement); break; case "Top": toReturn.Top = SceneSave.AsFloat(subElement); break; default: throw new NotImplementedException(subElement.Name.LocalName); //break; } } return(toReturn); }
static FloatRectangle[][] ToFloatRectangleArrayArray(System.Xml.Linq.XElement element) { List <List <FloatRectangle> > frReferenceListList = new List <List <FloatRectangle> >(); foreach (var subElement in element.Elements()) { List <FloatRectangle> newList = new List <FloatRectangle>(); frReferenceListList.Add(newList); foreach (var subSubElement in subElement.Elements()) { FloatRectangle newRectangle = ToFloatRectangle(subSubElement); newList.Add(newRectangle); } } FloatRectangle[][] toReturn = new FloatRectangle[frReferenceListList.Count][]; for (int i = 0; i < frReferenceListList.Count; i++) { toReturn[i] = frReferenceListList[i].ToArray(); } return(toReturn); }
public DisplayRegion(FloatRectangle floatRectangle) { Top = floatRectangle.Top; Bottom = floatRectangle.Bottom; Left = floatRectangle.Left; Right = floatRectangle.Right; }
/// <summary> /// Creates a new Living Entity /// </summary> /// <param name="rect">The rectangle that represents the location and width and height of the entity</param> /// <param name="fileName">the location of the sprite for this entity</param> public LivingEntity(FloatRectangle rect, Sprite sprite, int health, AI.AI ai = null, int cash = 0) : base(rect, sprite) { inventory = new Inventory(); time = new GameTime(); lastShot = 60000D; interactRange = 32; // the below depend on texture, this should not be needed ever but because of the player texture it is... //this.interactBoundsOffsetY = interactBoundsOffsetY; //this.interactBoundsOffsetX = interactBoundsOffsetX; this.cash = cash; this.health = health; this.ai = ai; maxHealth = health; color = Color.Red; healthBar = new ProgressBar(new Vector2(60, 20)); healthBar.MaxValue = maxHealth; healthBar.CurrentValue = health; healthBar.IncludeText = Name; healthBar.LoadVisuals(Game1.Instance.Content, Game1.Instance.GraphicsDevice); controls.Add(healthBar); }
// size in public CollisionTile(int x, int y, CollisionTile[,] grid) { entities = new List<Entity.Entity>(); loc = new FloatRectangle(x, y, SIDE_LENGTH, SIDE_LENGTH); isWalkable = true; this.grid = grid; }
public virtual void Clear(FloatRectangle Area) { if (MyCollection != null) { MyCollection.Clear(Area); } }
public void Clear() { FloatRectangle rect = new FloatRectangle(); rect.TR = TR + new Vector2(10000, 10000); rect.BL = BL - new Vector2(10000, 10000); Clear(rect); }
public virtual MoveResult CanMove(FloatRectangle bounds, Vector2 interpolation, DetectionType detectionType) { FloatRectangle xTarget = bounds.Displace(interpolation * Direction.Right); FloatRectangle yTarget = bounds.Displace(interpolation * Direction.Down); FloatRectangle target = bounds.Displace(interpolation); return(CanMove(bounds, interpolation, detectionType, xTarget, yTarget, target)); }
public MoveResult CanMoveInterpolated(FloatRectangle bounds, Vector2 interpolation, DetectionType detectionType) { FloatRectangle xTarget = new FloatRectangle(bounds).Offset(interpolation.X, 0); FloatRectangle yTarget = new FloatRectangle(bounds).Offset(0, interpolation.Y); FloatRectangle target = new FloatRectangle(bounds).Offset(interpolation.X, interpolation.Y); return(CanMove(bounds, interpolation, detectionType, xTarget, yTarget, target)); }
public CentredImageAsset(string txture, FloatRectangle position, ScaleMode scalemode = ScaleMode.Fill, float rotation = 0f) { texture = Solids.Instance.AssetLibrary.GetTexture(txture, true); //texture = txture; Position.Value = position; ScalingMode.Value = scalemode; aspectRatio = texture.Width / (float)texture.Height; Rotation.Value = rotation; }
public RectangleAsset(Color color, int brushSize, FloatRectangle position, Color?backgroundColor = null, int blurAmout = 0, int noisePerc = 7) { NoisePerc.Value = noisePerc; BorderColor.Value = color; BrushSize.Value = brushSize; Position.Value = position; BackgroundColor.Value = backgroundColor; BlurAmount.Value = blurAmout; }
public static FloatRectangle Clamp(this FloatRectangle rect, Rectangle?clamp, bool leftClampOnly = false) { if (!clamp.HasValue) { return(rect); } return(Clamp(rect, new FloatRectangle(clamp.Value), leftClampOnly)); }
private void pnlDisplays_Paint(object sender, PaintEventArgs e) { var g = e.Graphics; var pen = new Pen(Color.Black, 1); var selectedPen = new Pen(Color.Black, 5); var dimensions = new Rectangle(5, 5, pnlDisplays.Width - 15, pnlDisplays.Height - 15); g.DrawRectangle(pen, dimensions); //Set default display if we don't have one bool found = false; foreach (var screen in Screen.AllScreens) { if (GetDeviceName(screen.DeviceName) == _currentDisplay) { found = true; break; } } if (!found) { _currentDisplay = GetDeviceName(Screen.PrimaryScreen.DeviceName); } var v = SystemInformation.VirtualScreen; var colors = new Color[] { Color.LightBlue, Color.LightGreen, Color.Pink, Color.LightYellow, Color.PowderBlue, Color.LightSalmon }; FloatRectangle?selected = null; for (int i = 0; i < Screen.AllScreens.Length; i++) { float x = (float)dimensions.X + ((((float)Screen.AllScreens[i].Bounds.X - (float)v.X) / (float)v.Width) * (float)dimensions.Width); float y = (float)dimensions.Y + ((((float)Screen.AllScreens[i].Bounds.Y - (float)v.Y) / (float)v.Height) * (float)dimensions.Height); float width = (float)Math.Round((float)((float)Screen.AllScreens[i].Bounds.Width / (float)v.Width) * (float)dimensions.Width, 0); float height = (float)Math.Round((float)((float)Screen.AllScreens[i].Bounds.Height / (float)v.Height) * (float)dimensions.Height, 0); g.FillRectangle(new SolidBrush(colors[i % colors.Length]), x, y, width, height); if (_currentDisplay == GetDeviceName(Screen.AllScreens[i].DeviceName)) { selected = new FloatRectangle(x, y, width, height); } g.DrawRectangle(pen, x, y, width, height); } if (selected != null) { g.DrawRectangle(selectedPen, selected.Value.X, selected.Value.Y, selected.Value.Width, selected.Value.Height); } }
public override bool Equals(object obj) { if (obj is FloatRectangle) { FloatRectangle rect = (FloatRectangle)obj; return(float.Equals(this.x, rect.x) && float.Equals(this.y, rect.y) && float.Equals(this.width, rect.width) && float.Equals(this.height, rect.height)); } return(false); }
public static void DrawBorder(this SmartSpriteBatch spriteBatch, FloatRectangle rect, Color color, int brushSize, FloatRectangle?clip) { for (int x = 0; x < brushSize; x++) { for (int y = 0; y < brushSize; y++) { FloatRectangle r = new FloatRectangle(rect.X + x, rect.Y + y, rect.Width - x - x, rect.Height - y - y); spriteBatch.DrawRectangle(r, color, clip: clip); } } }
public static bool Intersects(FloatRectangle a, FloatRectangle b) { if (a.x < b.x + b.width && b.x < a.x + a.width && a.y < b.y + b.height) { return(b.y < a.y + a.height); } else { return(false); } }
/// <summary> /// Creates a new Player /// </summary> /// <param name="location">A rectangle representing the location of the player</param> /// <param name="fileName">The location of the sprite in the files</param> public Player(FloatRectangle location, Sprite sprite) : base(location, sprite, 10, null, 40) { //cash = 40; questPoints = 0; health = 10; direction = Direction.Up; rand = new Random(); log = new Quests.QuestLog(); color = Color.White; }
public void SetChildrenOriginToMyOrigin(FloatRectangle actualPosition) { if (Children.Value != null) { foreach (var child in Children.Value) { child.ParentPosition = actualPosition; //child.Position.Value = new FloatRectangle(this.Position.Value.X,this.Position.Value.Y,child.Position.Value.Width,child.Position.Value.Height); } } }
public RectangleAsset(Color color, int brushSize, FloatRectangle position, string fillTexture, Color?backgroundColor = null, TileMode tileMode = TileMode.JustStretch, int blurAmout = 0, int noisePerc = 7) { NoisePerc.Value = noisePerc; BorderColor.Value = color; BrushSize.Value = brushSize; Position.Value = position; FillTexture.Value = fillTexture; BackgroundColor.Value = backgroundColor ?? Color.White; TilingMode.Value = tileMode; BlurAmount.Value = blurAmout; }
private static void UseCustomRectangleClick(object sender, EventArgs e) { FloatRectangle rectangle = new FloatRectangle(0, 0, ProjectManager.GlueProjectSave.ResolutionWidth, ProjectManager.GlueProjectSave.ResolutionHeight); EditorLogic.CurrentNamedObject.DestinationRectangle = rectangle; ElementViewWindow.GenerateSelectedElementCode(); GluxCommands.Self.SaveGlux(); MainGlueWindow.Self.PropertyGrid.Refresh(); }
public RotatedRectangle(FloatRectangle theRectangle, float theInitialRotation, Vector2? theOrigin = null) { collisionRectangle = theRectangle; rotation = theInitialRotation; //Calculate the Rectangles origin. We assume the center of the Rectangle will //be the point that we will be rotating around and we use that for the origin if (theOrigin == null) origin = new Vector2(theRectangle.Width / 2, theRectangle.Height / 2); else origin = (Vector2)theOrigin; }
/// <summary> /// Creates a new Player /// </summary> /// <param name="location">A rectangle representing the location of the player</param> /// <param name="fileName">The location of the sprite in the files</param> public Player(FloatRectangle location, Sprite sprite) : base(location, sprite, 10, null, 40) { //cash = 40; questPoints = 0; health = 10; direction = Direction.Up; rand = new Random(); log = new Quests.QuestLog(); color = Color.White; }
/// <summary> /// The constructor for the base entity. /// </summary> /// <param name="fileName">The texture filename for the entity.</param> /// <param name="location">The height, width, and X and Y location.</param> public Entity(FloatRectangle location, Sprite sprite) { this.location = location; /* * We would need a custom file format in order to take in a sprite * and properly parse it for animation and what not. * * AS OF NOW, all entities have a "simple" sprite which is * basically a static image (Can be rotated within the draw params.) (IWGTI) * * * TO RESIZE A SPRITE, EITHER DO SPRITE.RESIZE OR INSTANTIATE VIA * THE HEIGHT AND WIDTH FROM LOCATION RECTANGLE????? */ //sprite = new Sprite(location.IntHeight, location.IntWidth, 0, fileName); this.sprite = sprite; controls = new List<Control>(); collisionReactionVector = Vector2.Zero; movement = Vector2.Zero; color = Color.White; collidingEntites = new List<Entity>(); }
private static void PaintTextureCoordinatesOnCurrentSpriteInGrid() { if (GameData.EditorLogic.CurrentSprites.Count != 0) { Sprite sprite = GameData.EditorLogic.CurrentSprites[0]; FloatRectangle floatRectangle = new FloatRectangle( sprite.TopTextureCoordinate, sprite.BottomTextureCoordinate, sprite.LeftTextureCoordinate, sprite.RightTextureCoordinate); CurrentSpriteGrid.PaintSpriteDisplayRegion(sprite.X, sprite.Y, sprite.Z, ref floatRectangle); } }
static FloatRectangle ToFloatRectangle(System.Xml.Linq.XElement element) { FloatRectangle toReturn = new FloatRectangle(); foreach (var subElement in element.Elements()) { switch (subElement.Name.LocalName) { case "Bottom": toReturn.Bottom = SceneSave.AsFloat(subElement); break; case "Left": toReturn.Left = SceneSave.AsFloat(subElement); break; case "Right": toReturn.Right = SceneSave.AsFloat(subElement); break; case "Top": toReturn.Top = SceneSave.AsFloat(subElement); break; default: throw new NotImplementedException(subElement.Name.LocalName); //break; } } return toReturn; }
private void PaintGridAt(float x, float y, float z) { #region Paint Texture Texture2D newTexture = GuiData.ListWindow.HighlightedTexture; if (newTexture != null) { Texture2D lastTexture = CurrentSpriteGrid.PaintSprite(x, y, z, newTexture); if (lastTexture != newTexture) tla.Add(new TextureLocation<Texture2D>(lastTexture, x, y)); } #endregion #region Paint Display Region (FloatRectangle) DisplayRegion newDisplayRegion = GuiData.ListWindow.HighlightedDisplayRegion; FloatRectangle newAsFloatRectangle = null; if (newDisplayRegion != null) { newAsFloatRectangle = newDisplayRegion.ToFloatRectangle(); } else { // If the newDisplayRegion is null, then there's not a DisplayRegion selected in the // list box. Therefore, just use the TextureDisplayWindow's coordinates. newAsFloatRectangle = new FloatRectangle( GuiData.TextureCoordinatesSelectionWindow.TopTV, GuiData.TextureCoordinatesSelectionWindow.BottomTV, GuiData.TextureCoordinatesSelectionWindow.LeftTU, GuiData.TextureCoordinatesSelectionWindow.RightTU); } FloatRectangle lastFloatRectangle = CurrentSpriteGrid.PaintSpriteDisplayRegion( x, y, z, ref newAsFloatRectangle); #endregion #region Paint AnimationChainList AnimationChain newAnimationChain = GuiData.ListWindow.HighlightedAnimationChain; if (newAnimationChain != null) { CurrentSpriteGrid.PaintSpriteAnimationChain(x, y, z, newAnimationChain); // Paint AnimationChainList here } #endregion }
private static void UseCustomRectangleClick(object sender, EventArgs e) { FloatRectangle rectangle = new FloatRectangle(0, 0, ProjectManager.GlueProjectSave.ResolutionWidth, ProjectManager.GlueProjectSave.ResolutionHeight); EditorLogic.CurrentNamedObject.DestinationRectangle = rectangle; ElementViewWindow.GenerateSelectedElementCode(); GluxCommands.Self.SaveGlux(); MainGlueWindow.Self.PropertyGrid.Refresh(); }
public NPC(FloatRectangle rect, Sprite sprite, int health) : base(rect, sprite, health, null) { }
public FloatRectangle WorldCameraBounds() { FloatRectangle pixelCamera = Camera.Bounds; FloatRectangle worldCoords = new FloatRectangle(PixelToWorldCoordinates(pixelCamera.X), PixelToWorldCoordinates(pixelCamera.Y), PixelToWorldCoordinates(pixelCamera.Width), PixelToWorldCoordinates(pixelCamera.Height)); return worldCoords; }
public EntityItem(FloatRectangle rect, Item.Item item) : base(rect, item.previewSprite) { this.item = item; }
private void pnlDisplays_Paint(object sender, PaintEventArgs e) { var g = e.Graphics; var pen = new Pen(Color.Black, 1); var selectedPen = new Pen(Color.Black, 5); var dimensions = new Rectangle(5, 5, pnlDisplays.Width - 15, pnlDisplays.Height - 15); g.DrawRectangle(pen, dimensions); //Set default display if we don't have one bool found = false; foreach (var screen in Screen.AllScreens) { if (GetDeviceName(screen.DeviceName) == _currentDisplay) { found = true; break; } } if (!found) _currentDisplay = GetDeviceName(Screen.PrimaryScreen.DeviceName); var v = SystemInformation.VirtualScreen; var colors = new Color[] { Color.LightBlue, Color.LightGreen, Color.Pink, Color.LightYellow, Color.PowderBlue, Color.LightSalmon }; FloatRectangle? selected = null; for (int i = 0; i < Screen.AllScreens.Length; i++) { float x = (float)dimensions.X + ((((float)Screen.AllScreens[i].Bounds.X - (float)v.X) / (float)v.Width) * (float)dimensions.Width); float y = (float)dimensions.Y + ((((float)Screen.AllScreens[i].Bounds.Y - (float)v.Y) / (float)v.Height) * (float)dimensions.Height); float width = (float)Math.Round((float)((float)Screen.AllScreens[i].Bounds.Width / (float)v.Width) * (float)dimensions.Width, 0); float height = (float)Math.Round((float)((float)Screen.AllScreens[i].Bounds.Height / (float)v.Height) * (float)dimensions.Height, 0); g.FillRectangle(new SolidBrush(colors[i % colors.Length]), x, y, width, height); if (_currentDisplay == GetDeviceName(Screen.AllScreens[i].DeviceName)) selected = new FloatRectangle(x, y, width, height); g.DrawRectangle(pen, x, y, width, height); } if (selected != null) g.DrawRectangle(selectedPen, selected.Value.X, selected.Value.Y, selected.Value.Width, selected.Value.Height); }
/// <summary> /// This intersects method can be used to check a standard XNA framework Rectangle /// object and see if it collides with a Rotated Rectangle object /// </summary> /// <param name="theRectangle"></param> /// <returns></returns> public bool Intersects(FloatRectangle theRectangle) { return Intersects(new RotatedRectangle(theRectangle, 0.0f)); }
/// <summary> /// Takes a path to a quest file and parses it to a quest object /// </summary> /// <param name="filename">the file path</param> /// <returns>A quest</returns> public static Quest ParseQuest(string filename) { Quest quest = null; Console.WriteLine("Quest file name: \n\t" + filename); using (StreamReader input = new StreamReader(filename)) { string data = input.ReadToEnd(); if (data.Substring(5, 12).Contains("Storyline")) { /* //load individual quests int index, end; index = data.IndexOf("Folder") + 8; end = data.IndexOf('"', index); string folder = data.Substring(index, end - index); storylineFolder = QUEST_DIRECTORY + folder; Storyline newStoryline; string[] files = Directory.GetFiles(storylineFolder); Quest loaded; //loop through all of the files in the directory foreach (string path in files) { //try and parse the quest from each file loaded = ParseQuest(path); //if the parse was successfull, add it to the log if (loaded != null) { newStoryline.Add(loaded); } } */ } else { int index, end; string attribute; //get name index = data.IndexOf("Name:") + 6; end = data.IndexOf('"', index); string name = data.Substring(index, end - index); //get world key index = data.IndexOf("World:") + 7; end = data.IndexOf('"', index); string key = data.Substring(index, end - index); //get the description index = data.IndexOf("Description:") + 13; end = data.IndexOf('"', index); string description = data.Substring(index, end - index); //get objective index = data.IndexOf("Objective:") + 11; end = data.IndexOf('"', index); string objective = data.Substring(index, end - index); //get reward index = data.IndexOf("Reward:"); index = data.IndexOf("Cash:", index) + 5; end = data.IndexOf("\n", index); attribute = data.Substring(index, end - index); int cash; if (!int.TryParse(attribute, out cash)) cash = 0; index = data.IndexOf("Q-Points:", index) + 9; end = data.IndexOf("\n", index); attribute = data.Substring(index, end - index); int qPoints; if (!int.TryParse(attribute, out qPoints)) qPoints = 0; //get start point index = data.IndexOf("Start:"); index = data.IndexOf("X:", index) + 2; end = data.IndexOf("\n", index); attribute = data.Substring(index, end - index); int X; if (!int.TryParse(attribute, out X)) X = 10; index = data.IndexOf("Y:", index) + 2; end = data.IndexOf("\r", index); attribute = data.Substring(index, end - index); int Y; if (!int.TryParse(attribute, out Y)) Y = 10; Vector2 start = new Vector2(X, Y); //get the win condition index = data.IndexOf("Condition:") + 10; end = data.IndexOf("\r", index); attribute = data.Substring(index, end - index); WinCondition condition; //win state switch (attribute) { case "EnemyDies": condition = WinCondition.EnemyDies; break; case "ObtainItem": condition = WinCondition.ObtainItem; break; case "DeliverItem": condition = WinCondition.DeliverItem; break; case "AllEnemiesDead": default: condition = WinCondition.AllEnemiesDead; break; } //get the id of the entity or item that satisfies the quest condition string target = ""; string recipient = ""; switch (condition) { case WinCondition.EnemyDies: case WinCondition.ObtainItem: //get the name of the entity index = data.IndexOf("Target:") + 7; string test = data.Substring(index); end = data.IndexOf('\n', index) - 1; target = data.Substring(index, end - index); break; case WinCondition.DeliverItem: //get the target item index = data.IndexOf("Target:") + 7; target = data.Substring(index); //get destination index = data.IndexOf("Recipient:") + 10; end = data.IndexOf('\n'); recipient = data.Substring(index, index - end); break; } #region Read Enemies //read all of the living entities Dictionary<string, Entity.LivingEntity> livingEntities = new Dictionary<string, Entity.LivingEntity>(); int endEntity = data.Length; FloatRectangle EntityRect; AI.AI ai; //string test = data.Substring(index, 10); index = 1; while((index = data.IndexOf("Living Entity:", index)) > 0) { ai = null; endEntity = data.IndexOf("End Living Enity", index); //get the id index = data.IndexOf("ID:", index) + 3; end = data.IndexOf('\r', index); string id = data.Substring(index, end - index); //get the start position //get start point index = data.IndexOf("Start:", index); index = data.IndexOf("X:", index) + 2; end = data.IndexOf("\n", index); attribute = data.Substring(index, end - index); int sX; if (!int.TryParse(attribute, out sX)) sX = 10; index = data.IndexOf("Y:", index) + 2; end = data.IndexOf("\r", index); attribute = data.Substring(index, end - index); int sY; if (!int.TryParse(attribute, out sY)) sY = 10; //get texture index = data.IndexOf("Texture:", index) + 9; end = data.IndexOf('"', index); string texturePath = data.Substring(index, end - index); GUI.Sprite sprite = GUI.Sprites.spritesDictionary[texturePath]; //create rectangle EntityRect = new FloatRectangle(sX, sY, sprite.Width, sprite.Height); //get the health index = data.IndexOf("Health:", index) + 7; end = data.IndexOf('\n', index); attribute = data.Substring(index, end - index); int health; if(!int.TryParse(attribute, out health)) { health = 0; } livingEntities[id] = new Entity.LivingEntity(EntityRect, sprite, health, null); livingEntities[id].Name = id; //get the ai index = data.IndexOf("AI:", index) + 3; end = data.IndexOf('\n', index) - 1; if (index >= 0) { attribute = data.Substring(index, end - index); switch (attribute) { case "Low": ai = new AI.LowAI(livingEntities[id]); break; case "Mid": ai = new AI.HighAI(livingEntities[id]); break; case "High": ai = new AI.HighAI(livingEntities[id]); break; default: ai = null; break; } livingEntities[id].ai = ai; livingEntities[id].inventory.Add(new Item.Weapon(50, 1, 10, "Bam", 100, 0.5)); livingEntities[id].inventory.ActiveWeapon = 0; } } #endregion #region Read Items Dictionary<string, QuestItem> items = new Dictionary<string,QuestItem>(); index = 0; int endItem = data.Length; while((index = data.IndexOf("Item:", index)) > 0) { endItem = data.IndexOf("End Item", index); //get the id index = data.IndexOf("ID:", index) + 3; end = data.IndexOf('\n', index); string id = data.Substring(index, end - index); //get the texture index = data.IndexOf("Texture:", index) + 9; end = data.IndexOf('"', index); string texturePath = data.Substring(index, end - index); GUI.Sprite sprite = GUI.Sprites.spritesDictionary[texturePath]; //create item items[id] = new QuestItem(id); items[id].Item = new Item.Item(); items[id].Item.previewSprite = sprite; } #endregion //Create the quest quest = new Quest(name, objective, description, start, null, condition, qPoints, cash); quest.worldKey = key; quest.Status = 1; //add the entities to the quests entitiy list foreach (Entity.LivingEntity entity in livingEntities.Values.ToList()) { quest.entitites.Add(entity); } //items too /* Quest needs to be updated foreach(Item.Item item in items.Values.ToArray()) { quest. } */ switch (condition) { case WinCondition.EnemyDies: quest.EnemyToKill = livingEntities[target]; break; case WinCondition.AllEnemiesDead: break; case WinCondition.ObtainItem: quest.FindThis = items[target].Item; break; case WinCondition.DeliverItem: quest.Delivery = items[target].Item; quest.Recipient = livingEntities[recipient]; break; default: break; } } } return quest; }
private void CollisionReaction(FloatRectangle toCheck, int cornerCollisionCase = 0) { // http://www.metanetsoftware.com/technique/tutorialA.html#section0 // pretty much learned this in a class im taking right now but im // too dumb to realize the application :*(... Vector2 xAxis = new Vector2(1.0f, 0); // these would have to change for rotating objects... Vector2 yAxis = new Vector2(0, 1.0f); // these would have to change for rotating objects... float xThisCenter = this.location.Center.X; float yThisCenter = this.location.Center.Y; //float xToTestCenter = e.location.Center.X; //float yToTestCenter = e.location.Center.Y; float xToTestCenter = toCheck.Center.X; float yToTestCenter = toCheck.Center.Y; Vector2 centers = new Vector2(xThisCenter - xToTestCenter, yThisCenter - yToTestCenter); Vector2 thisHalfWidth = new Vector2(this.location.Width / 2, 0); Vector2 thisHalfHeight = new Vector2(0, this.location.Height / 2); Vector2 toTestHalfWidth = new Vector2(toCheck.Width / 2, 0); Vector2 toTestHalfHeight = new Vector2(0, toCheck.Height / 2); // x axis collision check Vector2 projXCenters = Utils.Project(centers, xAxis); Vector2 projXThisWidth = Utils.Project(thisHalfWidth, xAxis); Vector2 projXToTestWidth = Utils.Project(toTestHalfWidth, xAxis); // y axis collision check Vector2 projYCenters = Utils.Project(centers, yAxis); Vector2 projYThisHeight = Utils.Project(thisHalfHeight, yAxis); Vector2 projYToTestHeight = Utils.Project(toTestHalfHeight, yAxis); // Collision Times //http://gamedev.stackexchange.com/questions/17502/how-to-deal-with-corner-collisions-in-2d // check for which dir to go in opp direction of... float xScalarFinal = (projXThisWidth.Length() + projXToTestWidth.Length()) - projXCenters.Length(); float yScalarFinal = (projYThisHeight.Length() + projYToTestHeight.Length()) - projYCenters.Length(); // DEBUG //Console.WriteLine("FLOAT X SCALAR: {0:0.00}", (projXThisWidth.Length() + projXToTestWidth.Length()) - projXCenters.Length()); //Console.WriteLine("FLOAT Y SCALAR: {0:0.00}", (projYThisHeight.Length() + projYToTestHeight.Length()) - projYCenters.Length()); if (xScalarFinal > yScalarFinal) { // DEBUG //Console.WriteLine("INT Y SCALAR: {0}", yScalarFinal * Math.Sign(DeltaY)); collisionReactionVector = new Vector2(0, yScalarFinal * Math.Sign(movement.Y)); //location.Y -= yScalarFinal * Math.Sign(movement.Y); } else { if (xScalarFinal == yScalarFinal) // corner collision { float diff = 0; switch (cornerCollisionCase) { // y dummy reaction case 0: if (this.location.Center.Y < toCheck.Center.Y) { // on top diff = (this.location.Y + this.location.Height) - toCheck.Location.Y; collisionReactionVector = new Vector2(0, diff); //location.Y -= diff; //Console.WriteLine("GOING UP"); } else { // on bottom diff = (toCheck.Location.Y + toCheck.Height) - this.location.Y; collisionReactionVector = new Vector2(0, diff * -1); //location.Y += diff; //Console.WriteLine("GOING DOWN"); } break; // x dummy reaction case 1: if (this.location.Center.X < toCheck.Center.X) { // on top diff = (this.location.X + this.location.Width) - toCheck.Location.X; collisionReactionVector = new Vector2(diff, 0); //location.X -= diff; //Console.WriteLine("GOING LEFT"); } else { // on bottom diff = (toCheck.Location.X + toCheck.Width) - this.location.X; collisionReactionVector = new Vector2(diff * -1, 0); //location.X += diff; //Console.WriteLine("GOING RIGHT"); } break; } //Console.WriteLine("CORNER {0}", new Random().NextDouble()); } else { //Console.WriteLine("INT X SCALAR: {0}", xScalarFinal * Math.Sign(DeltaY)); collisionReactionVector = new Vector2(xScalarFinal * Math.Sign(movement.X), 0); //location.X -= xScalarFinal * Math.Sign(movement.X); } } location.Location -= collisionReactionVector; }
static FloatRectangle[][] ToFloatRectangleArrayArray(System.Xml.Linq.XElement element) { List<List<FloatRectangle>> frReferenceListList = new List<List<FloatRectangle>>(); foreach (var subElement in element.Elements()) { List<FloatRectangle> newList = new List<FloatRectangle>(); frReferenceListList.Add(newList); foreach (var subSubElement in subElement.Elements()) { FloatRectangle newRectangle = ToFloatRectangle(subSubElement); newList.Add(newRectangle); } } FloatRectangle[][] toReturn = new FloatRectangle[frReferenceListList.Count][]; for (int i = 0; i < frReferenceListList.Count; i++) { toReturn[i] = frReferenceListList[i].ToArray(); } return toReturn; }