Beispiel #1
0
        public void Draw(SpriteBatch spriteBatch, Camera camera)
        {
            Point min = ConvertPositionToCell(camera.position);
            Point max = ConvertPositionToCell(camera.position + new Vector2(
                    spriteBatch.GraphicsDevice.Viewport.Width + TileWidth - 1,
                    spriteBatch.GraphicsDevice.Viewport.Height + TileHeight - 1));

            foreach (MapLayer layer in Layers)
                layer.Draw(spriteBatch, camera, min, max);
        }
Beispiel #2
0
        public void Draw(SpriteBatch batch, Camera camera, Point min, Point max)
        {
            batch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, camera.TransformMatrix);

            min.X = (int)Math.Max(min.X, 0);
            min.Y = (int)Math.Max(min.Y, 0);
            max.X = (int)Math.Min(max.X, Width);
            max.Y = (int)Math.Min(max.Y, Width);

            for (int x = min.X; x < max.X; x++)
            {
                for (int y = min.Y; y < max.Y; y++)
                {
                    int textureIndex = map[y, x];
                    Texture2D texture = textures[0];

                    Rectangle source = new Rectangle(0,0,16,16);

                    if (textureIndex == -1) // It's empty. Is there anything interesting near it?
                    {
                        //Directions named from where the tile is coming.
                        bool up = false, down = false, left =false, right = false;
                        bool dl = false, dr = false, ul = false, ur = false;

                        //Work out where there IS a tile on this layer
                        if (y > 0 && GetCellIndex(x, y - 1) == 0)
                            down = true;
                        if (y < Height && GetCellIndex(x, y + 1) == 0)
                            up = true;
                        if (x > 0 && GetCellIndex(x - 1, y) == 0)
                            left = true;
                        if (x < Width && GetCellIndex(x + 1, y) == 0)
                            right = true;

                        if (x > 0 && y > 0 && GetCellIndex(x - 1, y - 1) == 0)
                            ul = true;
                        if (x > 0 && y < Height && GetCellIndex(x - 1, y + 1) == 0)
                            dl = true;
                        if (x < Width && y > 0 && GetCellIndex(x + 1, y - 1) == 0)
                            ur = true;
                        if (x < Width && y < Width && GetCellIndex(x + 1, y + 1) == 0)
                            dr = true;

                        //If no tiles need to be drawn around this one, then skip testing for drawing.
                        if (!down && !up && !left && !right && !ul && !dl && !ur && !dr)
                            continue;

                        //Corners
                        if (dl && !up && !left)
                            fringeDraw(batch, x, y, 80, 0);
                        if (dr && !up && !right)
                            fringeDraw(batch, x, y, 48, 0);
                        if (ur && !down && !right)
                            fringeDraw(batch, x, y, 48, 32);
                        if (ul && !down && !left)
                            fringeDraw(batch, x, y, 80, 32);

                        //One side
                        if (down && !left && !up && !right)
                            fringeDraw(batch, x, y, 64, 32);
                        else if (!down && left && !up && !right)
                            fringeDraw(batch, x, y, 80, 16);
                        else if (!down && !left && up && !right)
                            fringeDraw(batch, x, y, 64, 0);
                        else if (!down && !left && !up && right)
                            fringeDraw(batch, x, y, 48, 16);

                        //Two sides (corner)
                        else if (down && left && !up && !right)
                            fringeDraw(batch, x, y, 0, 16);
                        else if (down && !left && !up && right)
                            fringeDraw(batch, x, y, 16, 16);
                        else if (!down && left && up && !right)
                            fringeDraw(batch, x, y, 0, 32);
                        else if (!down && !left && up && right)
                            fringeDraw(batch, x, y, 16, 32);

                        // Two sides (opposite)
                        else if (down && !left && up && !right)
                        {
                            fringeDraw(batch, x, y, 64, 0);
                            fringeDraw(batch, x, y, 64, 32);
                        }
                        else if (!down && left && !up && right)
                        {
                            fringeDraw(batch, x, y, 48, 16);
                            fringeDraw(batch, x, y, 80, 16);
                        }

                        //Three sides
                        else if (down && left && right && !up)
                            fringeDraw(batch, x, y, 32, 16);
                        else if (!down && left && right && up)
                            fringeDraw(batch, x, y, 32, 32);
                        else if (down && left && !right && up)
                            fringeDraw(batch, x, y, 16, 0);
                        else if (down && !left && right && up)
                            fringeDraw(batch, x, y, 32, 0);

                        //Four sides
                        else if (down && left && right && up)
                            fringeDraw(batch, x, y, 64, 16);
                    }
                    else //It's a 0 and hence is actually a tile we need to draw fully
                    batch.Draw(
                        texture,
                        new Rectangle(
                            x * Map.TileWidth,
                            y * Map.TileHeight,
                            Map.TileWidth,
                            Map.TileHeight),
                        source,
                        Color.White
                        );
                }
            }
            batch.End();
        }