Example #1
0
        /// <param name="tile">The tile to get the transition for.</param>
        /// <param name="metadata">The metadata for the tile.</param>
        /// <param name="environment">The environment the tile is in.</param>
        /// <param name="pointOnTexture">The point on the texture the tile is on.</param>
        /// <returns>The texture for the specified tile.</returns>
        public Texture2D TextureForTile(Tile tile, TileMetadata metadata, Map.Environment environment, out Point pointOnTexture)
        {
            if (!HasTransition(tile, metadata, environment))
            {
                GenerateTileTransition(tile, metadata, environment);
            }

            TileTransition transition = _cachedTransitions[tile.UniqueIdentity(metadata, environment)];

            pointOnTexture = transition.Point;
            return(_textures[transition.Texture]);
        }
Example #2
0
    private void Awake()
    {
        if (_instance != null && _instance != this)
        {
            Destroy(gameObject);
        }
        else
        {
            _instance = this;
        }

        StartCoroutine(CoroutineCoordinator());
    }
Example #3
0
        private void GenerateTileTransition(Tile tile, TileMetadata metadata, Map.Environment environment)
        {
            string transitionBase = tile.TransitionTexture(metadata, environment);

            if (!transitionBase.Contains("_color"))
            {
                if (!_masks.ContainsKey(transitionBase))
                {
                    _masks.Add(transitionBase, new BitArray(16 * 16));

                    Color[] data = new Color[16 * 16];
                    Game.Assets.Get <Texture2D>(transitionBase).GetData(data);
                    if (!_usedAssets.Any(a => a == transitionBase))
                    {
                        _usedAssets.Add(transitionBase);
                    }

                    for (int i = 0; i < data.Length; i++)
                    {
                        _masks[transitionBase][i] = data[i] == Color.Black;
                    }

                    Game.Assets.UnloadAsset(transitionBase);
                }
            }

            if (_textures.Count == 0 || _currentPointOnTexture.Y >= 16)
            {
                _textures.Add(new Texture2D(Game.GraphicsDevice, CACHE_ATLAS_SIZE, CACHE_ATLAS_SIZE));
                _currentPointOnTexture = new Point(0, 0);
            }

            TileTransition transition = new TileTransition();

            transition.Point   = _currentPointOnTexture;
            transition.Texture = _textures.Count - 1;

            TileAtlas.Region region = Map.Atlas[tile.TextureName(metadata, environment)];

            Rectangle textureRectangle = new Rectangle(
                region.Rectangle.X,
                region.Rectangle.Y,
                16,
                16);

            Color[] tileData = new Color[16 * 16];
            region.Texture.GetData(0, textureRectangle, tileData, 0, 16 * 16);

            Color[] tileTransition = new Color[16 * 16];
            if (transitionBase.Contains("_color"))
            {
                Game.Assets.Get <Texture2D>(transitionBase).GetData(tileTransition);
                if (!_usedAssets.Any(a => a == transitionBase))
                {
                    _usedAssets.Add(transitionBase);
                }
                Game.Assets.UnloadAsset(transitionBase);
            }
            else
            {
                for (int i = 0; i < tileTransition.Length; i++)
                {
                    tileTransition[i] = _masks[transitionBase][i] ? tileData[i] : Color.Transparent;
                }
            }
            _textures.Last().SetData(0, new Rectangle(_currentPointOnTexture.X * 16, _currentPointOnTexture.Y * 16, 16, 16), tileTransition, 0, 16 * 16);

            _currentPointOnTexture.X++;
            if (_currentPointOnTexture.X >= 16)
            {
                _currentPointOnTexture.X = 0;
                _currentPointOnTexture.Y++;
            }

            _cachedTransitions.Add(tile.UniqueIdentity(metadata, environment), transition);
        }
Example #4
0
    public void buildLevel(Level level, Gate gate = null, Texture2D texture2D = null)
    {
        //Level level = AddLevel ();
        level.root = new Vector3(20f * (levels.Count - 1.0f), 0.0f, 0.0f);
        Texture2D leveltext;

        if (texture2D)
        {
            leveltext = texture2D;
        }
        else
        {
            leveltext = OtherLevels[Random.Range(0, OtherLevels.Length)];
        }

        //	Debug.Log("texture name " + leveltext.name);
        //Debug.Log("building level " + level.GetHashCode());

        for (int x = 0; x < 11; x++)
        {
            for (int y = 0; y < 11; y++)
            {
                Color color = leveltext.GetPixel(x, y);

                Tile tile;

                if (color == Color.black)
                {
                    tile = new TileTransition(level.root, x, y);
                }
                else
                {
                    tile = new TileSimple(level.root, x, y);
                }

                tile.cord  = new Cord(x, y);
                tile.level = level;
                //Debug.Log("tile " + x + " " + y + " assing");
                level.tiles[x, y] = tile;
                if (objectPoolByColor.ContainsKey(color))
                {
                    ObjectOnTile objectOnTile = objectPoolByColor[color].Get() as ObjectOnTile;
                    if (objectOnTile is SnakeHead)
                    {
                        onSnakeSpawn.Invoke(objectOnTile as SnakeHead);
                    }
                    if (objectOnTile is AEnemyBody)
                    {
                        EnemyAI enemyAI = GameManager.instanse.GetEnemyAI();
                        enemyAI.SetObject(objectOnTile as AEnemyBody);
                    }
                    objectOnTile.gameObject.SetActive(true);
                    //Debug.Log("adding " + objectOnTile.GetType());
                    tile.AddObject(objectOnTile);
                }
                else
                {
                    //Debug.Log($"{x}:{y} missing Color " + color);
                }
            }
        }

        //Debug.Log("init gates in level " + level.GetHashCode());
        //Debug.Log("up");
        Gate levelgate = new Gate
        {
            direction = Direction.Up
        };

        //Debug.Log(levelgate.direction);
        level.GateByDirection.Add(levelgate.direction, levelgate);
        for (int i = 0; i < level.tiles.GetLength(1); i++)
        {
            if (level.tiles[level.tiles.GetLength(1) - 1, i] is TileTransition)
            {
                levelgate.tileTransitions.Add(level.tiles[level.tiles.GetLength(1) - 1, i] as TileTransition);
            }
        }
        //Debug.Log(levelgate.GetHashCode() + " Gate" + levelgate.direction + " " + levelgate.tileTransitions.Count);

        //Debug.Log("right");
        levelgate = new Gate
        {
            direction = Direction.Right
        };
        //Debug.Log(levelgate.direction);
        level.GateByDirection.Add(levelgate.direction, levelgate);
        for (int i = 0; i < level.tiles.GetLength(0); i++)
        {
            if (level.tiles[i, level.tiles.GetLength(0) - 1] is TileTransition)
            {
                levelgate.tileTransitions.Add(level.tiles[i, level.tiles.GetLength(0) - 1] as TileTransition);
            }
        }
        //Debug.Log(levelgate.GetHashCode() + " Gate" + levelgate.direction + " " + levelgate.tileTransitions.Count);

        //Debug.Log("down");
        levelgate = new Gate
        {
            direction = Direction.Down
        };
        //Debug.Log(levelgate.direction);
        level.GateByDirection.Add(levelgate.direction, levelgate);
        for (int i = 0; i < level.tiles.GetLength(0); i++)
        {
            if (level.tiles[0, i] is TileTransition)
            {
                levelgate.tileTransitions.Add(level.tiles[0, i] as TileTransition);
            }
        }
        //Debug.Log(levelgate.GetHashCode() + " Gate" + levelgate.direction + " " + levelgate.tileTransitions.Count);

        //Debug.Log("left");
        levelgate = new Gate
        {
            direction = Direction.Left
        };
        //Debug.Log(levelgate.direction);
        level.GateByDirection.Add(levelgate.direction, levelgate);
        for (int i = 0; i < level.tiles.GetLength(1); i++)
        {
            if (level.tiles[i, 0] is TileTransition)
            {
                levelgate.tileTransitions.Add(level.tiles[i, 0] as TileTransition);
            }
        }
        //Debug.Log(levelgate.GetHashCode() + " Gate" + levelgate.direction + " " + levelgate.tileTransitions.Count);

        if (gate != null)
        {
            //Debug.Log((Direction)(((int)gate.direction + 2) % 4));
            gate.LinkGate(level.GateByDirection[(Direction)(((int)gate.direction + 2) % 4)]);
        }
    }