Beispiel #1
0
        public CursorProvider(ModData modData)
        {
            var sequenceFiles = modData.Manifest.Cursors;

            cursors = new Dictionary<string, CursorSequence>();
            palettes = new Cache<string, PaletteReference>(CreatePaletteReference);
            var sequences = new MiniYaml(null, sequenceFiles.Select(s => MiniYaml.FromFile(s)).Aggregate(MiniYaml.MergeLiberal));
            var shadowIndex = new int[] { };

            var nodesDict = sequences.ToDictionary();
            if (nodesDict.ContainsKey("ShadowIndex"))
            {
                Array.Resize(ref shadowIndex, shadowIndex.Length + 1);
                Exts.TryParseIntegerInvariant(nodesDict["ShadowIndex"].Value,
                    out shadowIndex[shadowIndex.Length - 1]);
            }

            palette = new HardwarePalette();
            foreach (var p in nodesDict["Palettes"].Nodes)
                palette.AddPalette(p.Key, new ImmutablePalette(GlobalFileSystem.Open(p.Value.Value), shadowIndex), false);

            var spriteCache = new SpriteCache(modData.SpriteLoaders, new string[0], new SheetBuilder(SheetType.Indexed));
            foreach (var s in nodesDict["Cursors"].Nodes)
                LoadSequencesForCursor(spriteCache, s.Key, s.Value);
            spriteCache.SheetBuilder.Current.ReleaseBuffer();

            palette.Initialize();
        }
Beispiel #2
0
        public void Run(ModData modData, string[] args)
        {
            // HACK: The engine code assumes that Game.modData is set.
            Game.ModData = modData;

            var failed = false;
            modData.SpriteSequenceLoader.OnMissingSpriteError = s => { Console.WriteLine("\t" + s); failed = true; };

            foreach (var t in modData.Manifest.TileSets)
            {
                var ts = new TileSet(modData.DefaultFileSystem, t);
                Console.WriteLine("Tileset: " + ts.Name);
                var sc = new SpriteCache(modData.DefaultFileSystem, modData.SpriteLoaders, new SheetBuilder(SheetType.Indexed));
                var nodes = MiniYaml.Merge(modData.Manifest.Sequences.Select(s => MiniYaml.FromStream(modData.DefaultFileSystem.Open(s))));
                foreach (var n in nodes)
                    modData.SpriteSequenceLoader.ParseSequences(modData, ts, sc, n);
            }

            if (failed)
                Environment.Exit(1);
        }
		public void Run(ModData modData, string[] args)
		{
			// HACK: The engine code assumes that Game.modData is set.
			Game.ModData = modData;
			GlobalFileSystem.LoadFromManifest(Game.ModData.Manifest);
			Game.ModData.SpriteSequenceLoader.OnMissingSpriteError = s => Console.WriteLine("\t" + s);

			foreach (var t in Game.ModData.Manifest.TileSets)
			{
				var ts = new TileSet(Game.ModData, t);
				Console.WriteLine("Tileset: " + ts.Name);
				var sc = new SpriteCache(modData.SpriteLoaders, new SheetBuilder(SheetType.Indexed));
				var sequenceFiles = modData.Manifest.Sequences;

				var nodes = sequenceFiles
					.Select(s => MiniYaml.FromFile(s))
					.Aggregate(MiniYaml.MergeLiberal);

				foreach (var n in nodes)
					Game.ModData.SpriteSequenceLoader.ParseSequences(Game.ModData, ts, sc, n);
			}
		}
Beispiel #4
0
 public SequenceProvider(SequenceCache cache, Map map)
 {
     this.sequences = Exts.Lazy(() => cache.LoadSequences(map));
     this.SpriteCache = cache.SpriteCache;
 }
Beispiel #5
0
        public Sequence(SpriteCache cache, string unit, string name, MiniYaml info)
        {
            var srcOverride = info.Value;
            Name = name;
            var d = info.ToDictionary();
            var offset = float2.Zero;
            var blendMode = BlendMode.Alpha;

            try
            {
                if (d.ContainsKey("Start"))
                    Start = Exts.ParseIntegerInvariant(d["Start"].Value);

                if (d.ContainsKey("Offset"))
                    offset = FieldLoader.GetValue<float2>("Offset", d["Offset"].Value);

                if (d.ContainsKey("BlendMode"))
                    blendMode = FieldLoader.GetValue<BlendMode>("BlendMode", d["BlendMode"].Value);

                // Apply offset to each sprite in the sequence
                // Different sequences may apply different offsets to the same frame
                sprites = cache[srcOverride ?? unit].Select(
                    s => new Sprite(s.sheet, s.bounds, s.offset + offset, s.channel, blendMode)).ToArray();

                if (!d.ContainsKey("Length"))
                    Length = 1;
                else if (d["Length"].Value == "*")
                    Length = sprites.Length - Start;
                else
                    Length = Exts.ParseIntegerInvariant(d["Length"].Value);

                if (d.ContainsKey("Stride"))
                    Stride = Exts.ParseIntegerInvariant(d["Stride"].Value);
                else
                    Stride = Length;

                if (d.ContainsKey("Facings"))
                {
                    var f = Exts.ParseIntegerInvariant(d["Facings"].Value);
                    Facings = Math.Abs(f);
                    reverseFacings = f < 0;
                }
                else
                    Facings = 1;

                if (d.ContainsKey("Tick"))
                    Tick = Exts.ParseIntegerInvariant(d["Tick"].Value);
                else
                    Tick = 40;

                if (d.ContainsKey("Transpose"))
                    transpose = bool.Parse(d["Transpose"].Value);

                if (d.ContainsKey("Frames"))
                    Frames = Array.ConvertAll<string, int>(d["Frames"].Value.Split(','), Exts.ParseIntegerInvariant);

                if (d.ContainsKey("ShadowStart"))
                    ShadowStart = Exts.ParseIntegerInvariant(d["ShadowStart"].Value);
                else
                    ShadowStart = -1;

                if (d.ContainsKey("ShadowZOffset"))
                {
                    WRange r;
                    if (WRange.TryParse(d["ShadowZOffset"].Value, out r))
                        ShadowZOffset = r.Range;
                }
                else
                    ShadowZOffset = -5;

                if (d.ContainsKey("ZOffset"))
                {
                    WRange r;
                    if (WRange.TryParse(d["ZOffset"].Value, out r))
                        ZOffset = r.Range;
                }

                if (Length > Stride)
                    throw new InvalidOperationException(
                        "{0}: Sequence {1}.{2}: Length must be <= stride"
                            .F(info.Nodes[0].Location, unit, name));

                if (Start < 0 || Start + Facings * Stride > sprites.Length || ShadowStart + Facings * Stride > sprites.Length)
                    throw new InvalidOperationException(
                        "{6}: Sequence {0}.{1} uses frames [{2}..{3}] of SHP `{4}`, but only 0..{5} actually exist"
                        .F(unit, name, Start, Start + Facings * Stride - 1, srcOverride ?? unit, sprites.Length - 1,
                        info.Nodes[0].Location));
            }
            catch (FormatException f)
            {
                throw new FormatException("Failed to parse sequences for {0}.{1} at {2}:\n{3}".F(unit, name, info.Nodes[0].Location, f));
            }
        }
		public TilesetSpecificSpriteSequence(ModData modData, TileSet tileSet, SpriteCache cache, ISpriteSequenceLoader loader, string sequence, string animation, MiniYaml info)
			: base(modData, tileSet, cache, loader, sequence, animation, info) { }
		public override ISpriteSequence CreateSequence(ModData modData, TileSet tileSet, SpriteCache cache, string sequence, string animation, MiniYaml info)
		{
			return new TilesetSpecificSpriteSequence(modData, tileSet, cache, this, sequence, animation, info);
		}
Beispiel #8
0
 void LoadSequencesForCursor(SpriteCache cache, string cursorSrc, MiniYaml cursor)
 {
     foreach (var sequence in cursor.Nodes)
         cursors.Add(sequence.Key, new CursorSequence(cache, cursorSrc, cursor.Value, sequence.Value));
 }
Beispiel #9
0
 public SequenceProvider(SequenceCache cache, Map map)
 {
     this.sequences   = Exts.Lazy(() => cache.LoadSequences(map));
     this.SpriteCache = cache.SpriteCache;
 }