Ejemplo n.º 1
0
 // Draw the tile image at the passed X/Y location.
 private void DrawTile(Graphics g, int x, int y, Map.LAYER layer)
 {
     g.DrawImage(map.GetTileImage(x, y, layer),
                 (x * map.GetTileSize()) + map.GetMapRootX(),
                 (y * map.GetTileSize()) + map.GetMapRootY(),
                 map.GetTileSize(),
                 map.GetTileSize());
 }
Ejemplo n.º 2
0
        /* Exports the map to an image file. */
        public static void ExportMap(Map map, String fileName)
        {
            // Create and configure the export progress window.
            ExportProgressWindow exportWindow = new ExportProgressWindow();

            exportWindow.GetProgressBar().Maximum = map.GetColumns() * map.GetRows();
            exportWindow.GetProgressBar().Step    = 1;
            exportWindow.Show();

            // Create an emtpy bitmap based on the dimentions of the supplied map.
            Bitmap newBitmap = new Bitmap(map.GetColumns() * ImagePalette.IMAGE_SIZE,
                                          map.GetRows() * ImagePalette.IMAGE_SIZE,
                                          PixelFormat.Format32bppPArgb);

            // Bytes to store the color value for each pixel's ARGB value.
            byte A;
            byte R;
            byte G;
            byte B;

            // Create a temporary bitmap to copy pixels from.
            Bitmap bottomImage;
            Bitmap topImage;

            /* Loop through every tile in the map, blend each of its pixels layers together
             * and copy the new pixel to the composite image. */

            // Columns ***************************************************
            for (int i = 0; i < map.GetColumns(); i++)
            {
                // Rows ***************************************************
                for (int j = 0; j < map.GetRows(); j++)
                {
                    // Get the image for the floor layer
                    bottomImage = (Bitmap)map.GetTileImage(i, j, Map.LAYER.FLOOR).Clone();

                    // Loop through image layers **********************************
                    for (int z = 0; z < Map.NUMBER_OF_LAYERS; z++)
                    {
                        // Make sure there is another layer on top of this one before trying to check it.
                        if (z + 1 < Map.NUMBER_OF_LAYERS)
                        {
                            // Check if the next layer up has an image and assign it to the top image if there is.
                            if (!map.GetTiles()[i, j].IsTileLayerEmpty((Map.LAYER)z + 1))
                            {
                                // Make sure this creates a clone (copy) of the image. Not doing this created a bug previously.
                                topImage = (Bitmap)map.GetTileImage(i, j, (Map.LAYER)z + 1).Clone();

                                // Blend the pixels from the top and bottom images into a new composite pixel.
                                for (int x = 0; x < bottomImage.Width; x++)
                                {
                                    for (int y = 0; y < bottomImage.Height; y++)
                                    {
                                        Color bottomColor = bottomImage.GetPixel(x, y);
                                        Color topColor    = topImage.GetPixel(x, y);

                                        // Blend the pixel colors, taking the alpha channel into account. This is supposedly a popular equation to do so.
                                        A = (byte)(topColor.A + (bottomColor.A * (255 - topColor.A) / 255));
                                        R = (byte)((topColor.R * topColor.A / 255) + (bottomColor.R * bottomColor.A * (255 - topColor.A) / (255 * 255)));
                                        G = (byte)((topColor.G * topColor.A / 255) + (bottomColor.G * bottomColor.A * (255 - topColor.A) / (255 * 255)));
                                        B = (byte)((topColor.B * topColor.A / 255) + (bottomColor.B * bottomColor.A * (255 - topColor.A) / (255 * 255)));

                                        // Create a new color object to store the composite pixel values
                                        Color newColor = Color.FromArgb(A, R, G, B);

                                        /* Replace the pixel on the bottom image with the new value. This is so we set up a "new" bottom image
                                         * for the next layer to blend with. */
                                        bottomImage.SetPixel(x, y, newColor);
                                    }
                                }
                            }
                        }
                    }
                    // Set the pixel values on the composite image based on the new blended pixel values.
                    for (int a = 0; a < bottomImage.Width; a++)
                    {
                        for (int b = 0; b < bottomImage.Height; b++)
                        {
                            newBitmap.SetPixel((i * ImagePalette.IMAGE_SIZE) + a, (j * ImagePalette.IMAGE_SIZE) + b, bottomImage.GetPixel(a, b));
                        }
                    }

                    // This marks the completion of THIS tile's compositing. Increment the progress bar one step.
                    exportWindow.GetProgressBar().PerformStep();
                    exportWindow.Refresh();
                }
            }

            newBitmap.Save(fileName, ImageFormat.Png);

            exportWindow.Hide();

            MessageBox.Show("Map Exported.");
        }
Ejemplo n.º 3
0
        /* Exports the map to an image file. */
        public static void ExportMap(Map map, String fileName)
        {
            // Create and configure the export progress window.
            ExportProgressWindow exportWindow = new ExportProgressWindow();
            exportWindow.GetProgressBar().Maximum = map.GetColumns() * map.GetRows();
            exportWindow.GetProgressBar().Step = 1;
            exportWindow.Show();

            // Create an emtpy bitmap based on the dimentions of the supplied map.
            Bitmap newBitmap = new Bitmap(map.GetColumns() * ImagePalette.IMAGE_SIZE,
                                            map.GetRows() * ImagePalette.IMAGE_SIZE,
                                            PixelFormat.Format32bppPArgb);

            // Bytes to store the color value for each pixel's ARGB value.
            byte A;
            byte R;
            byte G;
            byte B;

            // Create a temporary bitmap to copy pixels from.
            Bitmap bottomImage;
            Bitmap topImage;

            /* Loop through every tile in the map, blend each of its pixels layers together
             * and copy the new pixel to the composite image. */

            // Columns ***************************************************
            for (int i = 0; i < map.GetColumns(); i++)
            {
                // Rows ***************************************************
                for (int j = 0; j < map.GetRows(); j++)
                {
                    // Get the image for the floor layer
                    bottomImage = (Bitmap)map.GetTileImage(i, j, Map.LAYER.FLOOR).Clone();

                    // Loop through image layers **********************************
                    for (int z = 0; z < Map.NUMBER_OF_LAYERS; z++)
                    {
                        // Make sure there is another layer on top of this one before trying to check it.
                        if (z + 1 < Map.NUMBER_OF_LAYERS)
                        {
                            // Check if the next layer up has an image and assign it to the top image if there is.
                            if (!map.GetTiles()[i, j].IsTileLayerEmpty((Map.LAYER)z + 1))
                            {
                                // Make sure this creates a clone (copy) of the image. Not doing this created a bug previously.
                                topImage = (Bitmap)map.GetTileImage(i, j, (Map.LAYER)z + 1).Clone();

                                // Blend the pixels from the top and bottom images into a new composite pixel.
                                for (int x = 0; x < bottomImage.Width; x++)
                                {
                                    for (int y = 0; y < bottomImage.Height; y++)
                                    {
                                        Color bottomColor = bottomImage.GetPixel(x, y);
                                        Color topColor = topImage.GetPixel(x, y);

                                        // Blend the pixel colors, taking the alpha channel into account. This is supposedly a popular equation to do so.
                                        A = (byte)(topColor.A + (bottomColor.A * (255 - topColor.A) / 255));
                                        R = (byte)((topColor.R * topColor.A / 255) + (bottomColor.R * bottomColor.A * (255 - topColor.A) / (255 * 255)));
                                        G = (byte)((topColor.G * topColor.A / 255) + (bottomColor.G * bottomColor.A * (255 - topColor.A) / (255 * 255)));
                                        B = (byte)((topColor.B * topColor.A / 255) + (bottomColor.B * bottomColor.A * (255 - topColor.A) / (255 * 255)));

                                        // Create a new color object to store the composite pixel values
                                        Color newColor = Color.FromArgb(A, R, G, B);

                                        /* Replace the pixel on the bottom image with the new value. This is so we set up a "new" bottom image
                                         for the next layer to blend with. */
                                        bottomImage.SetPixel(x, y, newColor);
                                    }
                                }
                            }
                        }
                    }
                    // Set the pixel values on the composite image based on the new blended pixel values.
                    for (int a = 0; a < bottomImage.Width; a++)
                        for (int b = 0; b < bottomImage.Height; b++ )
                            newBitmap.SetPixel((i * ImagePalette.IMAGE_SIZE) + a, (j * ImagePalette.IMAGE_SIZE) + b, bottomImage.GetPixel(a,b));

                    // This marks the completion of THIS tile's compositing. Increment the progress bar one step.
                    exportWindow.GetProgressBar().PerformStep();
                    exportWindow.Refresh();
                }
            }

            newBitmap.Save(fileName, ImageFormat.Png);

            exportWindow.Hide();

            MessageBox.Show("Map Exported.");
        }