Example #1
0
        public void RenderObjects(int blockX = 0, int blockY = 0, int blockWidth = Level.BLOCK_WIDTH, int blockHeight = Level.BLOCK_HEIGHT, bool withOverlays = false)
        {
            Rect updateRect = new Rect(blockX * 16, blockY * 16, blockWidth * 16, blockHeight * 16);

            foreach (var levelObject in _levelDataAccessor.GetLevelObjects(updateRect))
            {
                int baseX = levelObject.X * 16, baseY = levelObject.Y * 16;
                var visibleSprites = levelObject.GameObject.Sprites.Where(s => (s.PropertiesAppliedTo == null ? true : s.PropertiesAppliedTo.Contains(levelObject.Property)) && (_withSpriteOverlays ? true : !s.Overlay)).ToList();

                if (visibleSprites.Count == 0)
                {
                    visibleSprites = _gameObjectService.FallBackSprites(levelObject.GameObject);
                }

                foreach (var sprite in visibleSprites)
                {
                    int paletteIndex = sprite.PaletteIndex;

                    Tile topTile = sprite.Overlay ? _graphicsAccessor.GetOverlayTile(sprite.TileTableIndex, sprite.TileValueIndex) : _graphicsAccessor.GetAbsoluteTile(sprite.TileTableIndex, sprite.TileValueIndex);
                    Tile bottomTile = sprite.Overlay ? _graphicsAccessor.GetOverlayTile(sprite.TileTableIndex, sprite.TileValueIndex + 1) : _graphicsAccessor.GetAbsoluteTile(sprite.TileTableIndex, sprite.TileValueIndex + 1);
                    int  x = baseX + sprite.X, y = baseY + sprite.Y;

                    RenderTile(x, y, sprite.VerticalFlip ? bottomTile : topTile, _buffer, sprite.CustomPalette != null ? _paletteService.GetRgbPalette(sprite.CustomPalette) : _palette.RgbColors[paletteIndex + 4], sprite.HorizontalFlip, sprite.VerticalFlip, true);
                    RenderTile(x, y + 8, sprite.VerticalFlip ? topTile : bottomTile, _buffer, sprite.CustomPalette != null ? _paletteService.GetRgbPalette(sprite.CustomPalette) : _palette.RgbColors[paletteIndex + 4], sprite.HorizontalFlip, sprite.VerticalFlip, true);
                }
            }
        }
Example #2
0
        public void Update(List <LevelObject> _levelObjects, bool withOverlays)
        {
            if (_levelObjects == null)
            {
                return;
            }

            _lastObjects      = _levelObjects;
            _lastWithOverlays = withOverlays;

            foreach (var levelObject in _levelObjects)
            {
                int baseX = levelObject.X * 16, baseY = levelObject.Y * 16;
                var visibleSprites = levelObject.GameObject.Sprites.Where(s => s.PropertiesAppliedTo == null ? true : s.PropertiesAppliedTo.Contains(levelObject.Property)).Where(s => withOverlays ? true : !s.Overlay).ToList();

                if (visibleSprites.Count == 0)
                {
                    visibleSprites = _gameObjectService.FallBackSprites(levelObject.GameObject);
                }

                foreach (var sprite in visibleSprites)
                {
                    int paletteIndex = sprite.PaletteIndex;

                    Tile topTile = sprite.Overlay ? _graphicsAccessor.GetOverlayTile(sprite.TileTableIndex, sprite.TileValueIndex) : _graphicsAccessor.GetAbsoluteTile(sprite.TileTableIndex, sprite.TileValueIndex);
                    Tile bottomTile = sprite.Overlay ? _graphicsAccessor.GetOverlayTile(sprite.TileTableIndex, sprite.TileValueIndex + 1) : _graphicsAccessor.GetAbsoluteTile(sprite.TileTableIndex, sprite.TileValueIndex + 1);
                    int  x = baseX + sprite.X, y = baseY + sprite.Y;

                    RenderTile(x, y, sprite.VerticalFlip ? bottomTile : topTile, _buffer, sprite.CustomPalette != null ? _palettesService.GetRgbPalette(sprite.CustomPalette) : _rgbPalette[paletteIndex + 4], sprite.HorizontalFlip, sprite.VerticalFlip, true);
                    RenderTile(x, y + 8, sprite.VerticalFlip ? topTile : bottomTile, _buffer, sprite.CustomPalette != null ? _palettesService.GetRgbPalette(sprite.CustomPalette) : _rgbPalette[paletteIndex + 4], sprite.HorizontalFlip, sprite.VerticalFlip, true);
                }
            }
        }