Example #1
0
        private void BuildBuilding()
        {
            Game1.playSound("yoba");
            var building = new ModularBuilding(buildingRect);

            Game1.currentLocation.modData[$"{ModManifest.UniqueID}/{buildingRect.X},{buildingRect.Y}"] = building.GetBuildingString();
            if (Game1.currentLocation.modData.TryGetValue($"{ModManifest.UniqueID}/index", out string indexString) && indexString.Length > 0)
            {
                indexString += $"|{buildingRect.X},{buildingRect.Y}";
            }
            else
            {
                indexString = $"{buildingRect.X},{buildingRect.Y}";
            }

            Game1.currentLocation.modData[$"{ModManifest.UniqueID}/index"] = indexString;
        }
Example #2
0
        private void DrawBuilding(SpriteBatch sb, ModularBuilding b)
        {
            var wallName = b.wall;

            if (wallName == null || wallName == "")
            {
                foreach (var kvp in buildingPartDict)
                {
                    if (kvp.Value.partType == "wall")
                    {
                        wallName = kvp.Key;
                        break;
                    }
                }
            }
            var roofName = b.roof;

            if (roofName == null || roofName == "")
            {
                foreach (var kvp in buildingPartDict)
                {
                    if (kvp.Value.partType == "roof")
                    {
                        roofName = kvp.Key;
                        break;
                    }
                }
            }
            var gableName = b.gable;

            if (gableName == null || gableName == "")
            {
                foreach (var kvp in buildingPartDict)
                {
                    if (kvp.Value.partType == "gable")
                    {
                        gableName = kvp.Key;
                        break;
                    }
                }
            }

            buildingPartDict.TryGetValue(wallName, out ModularBuildingPart wall);
            buildingPartDict.TryGetValue(roofName, out ModularBuildingPart roof);
            buildingPartDict.TryGetValue(gableName, out ModularBuildingPart gable);
            if (wall == null || roof == null || gable == null)
            {
                return;
            }

            // draw wall

            int textureHeight = wall.texture.Height / wall.tileSize;
            int textureWidth  = wall.texture.Width / wall.tileSize;
            int wallHeight    = textureHeight;
            int xStart        = b.rect.X;
            int yStart        = b.rect.Y + b.rect.Height - wallHeight;

            for (int x = xStart; x < xStart + b.rect.Width; x++)
            {
                for (int y = yStart; y < yStart + textureHeight; y++)
                {
                    int index = x - xStart;
                    int wallX;
                    if (index == 0)
                    {
                        wallX = 0;
                    }
                    else if (index == b.rect.Width - 1)
                    {
                        wallX = textureWidth - 1;
                    }
                    else
                    {
                        wallX = 1 + GetIndex(index - 1, b.rect.Width - 2, wall.repeatX, textureWidth - 2);
                    }

                    sb.Draw(wall.texture, new Rectangle(Utility.Vector2ToPoint(Game1.GlobalToLocal(new Vector2(x, y) * 64)), new Point(64, 64)), new Rectangle(wallX * wall.tileSize, (y - yStart) * wall.tileSize, wall.tileSize, wall.tileSize), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0.1f);
                }
            }

            // get roof stuff first

            int   roofWidth = b.rect.Width;
            float offsetX   = 0;
            float offsetY   = 0;

            if (b.rect.Width % 2 == 1) // fix odd width
            {
                roofWidth++;
                offsetX = 0.5f;
                offsetY = 0.5f;
            }
            int roofHeight = Math.Max(roofWidth, textureWidth) / 2 - 1 + Math.Max(b.rect.Height, textureHeight);

            // draw gable

            textureHeight = gable.texture.Height / gable.tileSize;
            textureWidth  = gable.texture.Width / gable.tileSize;
            int gableWidth  = roofWidth;
            int gableHeight = roofHeight - b.rect.Height;

            xStart = b.rect.X;
            yStart = b.rect.Y + b.rect.Height - wallHeight - gableHeight;
            for (int x = xStart; x < xStart + gableWidth; x++)
            {
                for (int y = yStart; y < yStart + gableHeight; y++)
                {
                    int indexX = x - xStart;
                    int indexY = y - yStart;
                    if (indexX < gableWidth / 2 && indexY < gableWidth / 2 - indexX - 1)
                    {
                        continue;
                    }
                    else if (indexX >= gableWidth / 2 && indexY < indexX - gableWidth / 2)
                    {
                        continue;
                    }
                    int gableX = GetIndex(x - xStart, gableWidth, gable.repeatX, textureWidth);
                    int gableY = GetIndex(y - yStart, gableWidth, gable.repeatY, textureWidth);
                    sb.Draw(gable.texture, new Rectangle(Utility.Vector2ToPoint(Game1.GlobalToLocal(new Vector2(x - offsetX, y) * 64)), new Point(64, 64)), new Rectangle(gableX * gable.tileSize, gableY * gable.tileSize, gable.tileSize, gable.tileSize), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0.1f);
                }
            }

            // draw roof

            textureHeight = roof.texture.Height / roof.tileSize;
            textureWidth  = roof.texture.Width / roof.tileSize;


            xStart = b.rect.X;
            yStart = b.rect.Y + b.rect.Height - wallHeight - roofHeight + 1;
            for (int x = xStart; x < xStart + roofWidth; x++)
            {
                for (int y = yStart; y < yStart + roofHeight; y++)
                {
                    int roofX;
                    int roofY;
                    int indexX = x - xStart;
                    int indexY = y - yStart;
                    if (roof.angle == 45)
                    {
                        int border;
                        if (indexX < roofWidth / 2)
                        {
                            border = roofWidth / 2 - indexX - 1;
                        }
                        else
                        {
                            border = indexX - roofWidth / 2;
                        }
                        if (indexY < border)
                        {
                            continue;
                        }
                        else if (indexY > border + b.rect.Height - 1)
                        {
                            continue;
                        }
                        if (indexY == border)
                        {
                            roofY = 0;
                        }
                        else if (indexY == border + b.rect.Height - 1)
                        {
                            roofY = textureHeight - 1;
                        }
                        else
                        {
                            roofY = 1 + GetIndex(indexY - border - 1, roofHeight - 2, roof.repeatY, textureHeight - 2);
                        }

                        if (indexX == 0)
                        {
                            roofX = 0;
                        }
                        else if (indexX == roofWidth - 1)
                        {
                            roofX = textureWidth - 1;
                        }
                        else if (indexX == roofWidth / 2 - 1)
                        {
                            roofX = textureWidth / 2 - 1;
                        }
                        else if (indexX == roofWidth / 2)
                        {
                            roofX = textureWidth / 2;
                        }
                        else
                        {
                            if (indexX < roofWidth / 2)
                            {
                                roofX = 1 + GetIndex(indexX - 1, roofWidth / 2 - 2, roof.repeatX, textureWidth / 2 - 2);
                            }
                            else
                            {
                                roofX = textureWidth / 2 + 1 + GetIndex(indexX - roofWidth / 2 - 1, roofWidth / 2 - 2, roof.repeatX, textureWidth / 2 - 2);
                            }
                        }
                        var zx = border;
                    }
                    else
                    {
                        return;
                    }
                    sb.Draw(roof.texture, new Rectangle(Utility.Vector2ToPoint(Game1.GlobalToLocal(new Vector2(x - offsetX, y + offsetY) * 64)), new Point(64, 64)), new Rectangle(roofX * roof.tileSize, roofY * roof.tileSize, roof.tileSize, roof.tileSize), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0.2f);
                }
            }
        }