public LevelManager(Game game)
        {
            gameRef = (MainGame)game;

                var tutLevel = new TileMap(0, 0);
                tutLevel.Load(@"test_level.slf");
                levels.Add(tutLevel.GUID, tutLevel);
                levelIds.Add("tutorial level", tutLevel.GUID);

                //var connect_1Level = new TileMap(0, 0);
                //connect_1Level.Load(@"connect_1.slf");
                //levels.Add(connect_1Level.GUID, connect_1Level);
                //levelIds.Add("connect 1 level", connect_1Level.GUID);

                var obstacle_1Level = new TileMap(0, 0);
                obstacle_1Level.Load(@"obstacle_1.slf");
                levels.Add(obstacle_1Level.GUID, obstacle_1Level);
                levelIds.Add("obstacle 1 level", obstacle_1Level.GUID);

                levels[levelIds["tutorial level"]].AddExitZone(new ExitZone(new Rectangle(tutLevel.WidthInTiles - 1, 3, 1, 2), levelIds["tutorial level"], levelIds["obstacle 1 level"]));
                levels[levelIds["obstacle 1 level"]].AddExitZone(new ExitZone(new Rectangle(0, 1, 1, 2), levelIds["obstacle 1 level"], levelIds["tutorial level"]));

                ChangeLevel(levelIds["Tutorial Level".ToLower()]);

                red = new DrawableRectangle(gameRef.GraphicsDevice, new Vector2(10, 10), Color.White, true).Texture;
        }
        public Pathfinder(TileMap map)
        {
            levelWidth = map.WidthInTiles;
            levelHeight = map.HeightInTiles;

            InitializeSearchNodes(map);
        }
        public TileSelector(MainGame game, Vector2 startPos)
        {
            gameRef = game;
            levelRef = game.level;
            selectedIndex = gameRef.SelectedTileIndex;
            this.startPos = startPos;

            if (gameRef.level.CurrentTileSet != null)
                loadedTileSet = gameRef.level.CurrentTileSet.Image;

            plainWhite = new DrawableRectangle(gameRef.GraphicsDevice, Vector2.One, Color.White, true).Texture;
        }
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            var fs = File.Open(@"C:\Users\ANTHONY\Downloads\tilesets2\tileset1.png", FileMode.Open);
            Texture2D tilesetTexture = Texture2D.FromStream(GraphicsDevice, fs);
            tileSet = new TileSet(tilesetTexture, Engine.TileWidth, Engine.TileHeight);
            fs.Close();
            fs.Dispose();

            map = new TileMap(40, 40);

            MapLayer mapLayer = new MapLayer(map);
            MapLayer bushes = new MapLayer(map);

            for (int x = 0; x < 40; x++)
                for (int y = 0; y < 40; y++)
                    mapLayer.SetTile(x, y, new Tile(0, 0));

            mapLayer.Visible = false;

            map.AddTileSet(tileSet);
            map.AddLayer(mapLayer);
            map.AddLayer(bushes);

            map.CurrentLayerIndex = 1;

            Camera.Initialize(
                Vector2.Zero,
                new Rectangle()
                {
                    Width = graphics.PreferredBackBufferWidth,
                    Height = graphics.PreferredBackBufferHeight
                },
                new Vector2(map.WidthInTiles * Engine.TileWidth,
                    map.HeightInTiles * Engine.TileHeight)
            );

            Camera.MaxClamp = new Vector2(
                                  map.WidthInTiles * Engine.TileWidth - Camera.View.Width,
                                  map.HeightInTiles * Engine.TileHeight - Camera.View.Height
            );
        }
Example #5
0
        /// <summary>
        /// Checks if the cell is bordered by an open cell
        /// </summary>
        /// <param name="cell"></param>
        /// <param name="neighbor"></param>
        /// <param name="cells"></param>
        /// <returns></returns>
        public bool HasOpening(Vector2 cell, Vector2 neighbor, MazeCell[,] cells, TileMap level)
        {
            // Test each adjacent block minus the neighbor
            foreach (Vector2 dir in adjacent(level, cell))
                if (dir != neighbor)
                    if (!cells[(int)dir.X, (int)dir.Y].Wall)
                        return true;

            // If none of the cells are adjacent, the block doesn't border a wall
            return false;
        }
Example #6
0
        /// <summary>
        /// Gets all adjacent cells (N, S, E, and W)
        /// </summary>
        /// <param name="cell"></param>
        /// <returns></returns>
        public List<Vector2> adjacent(TileMap level, Vector2 cell)
        {
            List<Vector2> adjacents = new List<Vector2>();

            Vector2 N = new Vector2(cell.X, cell.Y - 1);
            Vector2 S = new Vector2(cell.X, cell.Y + 1);
            Vector2 W = new Vector2(cell.X - 1, cell.Y);
            Vector2 E = new Vector2(cell.X + 1, cell.Y);

            adjacents.Add(N);
            adjacents.Add(S);
            adjacents.Add(W);
            adjacents.Add(E);

            adjacents.ForEach(delegate(Vector2 dir)
            {
                if (dir.X <= 0 || dir.Y <= 0 ||
                    dir.X >= level.WidthInTiles ||
                    dir.Y >= level.HeightInTiles)
                    adjacents.Remove(dir);
            });

            return adjacents;
        }
Example #7
0
        public static MapLayer GenerateFromAlgorithm(GenerationAlgorithm algorithm, 
            TileMap level, int selectedTileSet, int groundTile = 0, int wallTile = 0)
        {
            Random rand = new Random();
            Tile[,] layerTiles = new Tile[level.HeightInTiles, level.WidthInTiles];

            // TODO: Algorithm logic
            switch (algorithm)
            {
                case GenerationAlgorithm.Dungeon_DrunkenWalk:
                    {
                        List<Room> rooms = new List<Room>();

                        for (int x = 0; x < level.WidthInTiles; x++)
                            for (int y = 0; y < level.HeightInTiles; y++)
                            {
                                layerTiles[y, x] = new Tile(wallTile, selectedTileSet);
                                level.SetCollision(x, y, true);
                            }

                        int roomsMin = (int)(level.WidthInTiles * level.HeightInTiles) / 300;
                        int roomsMax = (int)(level.WidthInTiles * level.HeightInTiles) / 150;
                        int roomCount = 30;

                        int widthRoot = (int)Math.Sqrt(level.WidthInPixels * 2);
                        int heightRoot = (int)Math.Sqrt(level.HeightInPixels * 2);

                        int minimumWidth = (int)4 * Engine.TileWidth;
                        int maximumWidth = (int)8 * Engine.TileHeight;
                        int minimumHeight = (int)3 * Engine.TileWidth;
                        int maximumHeight = (int)10 * Engine.TileHeight;

                        do
                        {
                            bool ok = false;
                            Room room = new Room();

                            room.X = (int)Math.Round(rand.Next(0, level.WidthInPixels) / (double)Engine.TileWidth) * Engine.TileWidth;
                            room.Y = (int)Math.Round(rand.Next(0, level.HeightInPixels) / (double)Engine.TileHeight) * Engine.TileHeight;
                            room.Width = (int)Math.Round(rand.Next(minimumWidth, maximumWidth) / (double)Engine.TileWidth) * Engine.TileWidth;
                            room.Height = (int)Math.Round(rand.Next(minimumHeight, maximumHeight) / (double)Engine.TileHeight) * Engine.TileHeight;

                            if (room.X < 0 || room.X > level.WidthInPixels - room.Width ||
                                room.Y < 0 || room.Y > level.HeightInPixels - room.Height)
                                continue;

                            ok = true;

                            if (rooms.Count > 0)
                            {
                                foreach (Room r in rooms)
                                    if (r.Bounds.Intersects(room.Bounds))
                                        ok = false;
                            }

                            if (ok)
                                rooms.Add(room);

                        } while (rooms.Count < roomCount);

                        rooms.Add(new Room()
                        {
                            X = 0,
                            Y = 0,
                            Width = 10 * Engine.TileWidth,
                            Height = 10 * Engine.TileHeight
                        });

                        List<Room> usableRooms = rooms;
                        List<Cell> connectedTiles = new List<Cell>();
                        int connections = roomCount;
                        int index = 0;

                        for (int i = 0; i < connections - 1; i++)
                        {
                            Room room = rooms[index];
                            usableRooms.Remove(room);

                            Room connectToRoom = usableRooms[rand.Next(usableRooms.Count)];

                            double sideStepChance = 0.4;

                            Vector2 pointA = new Vector2(rand.Next(room.Bounds.X, room.Bounds.X + room.WidthInTiles),
                                rand.Next(room.Bounds.Y, room.Bounds.Y + room.HeightInTiles));
                            Vector2 pointB = new Vector2(rand.Next(connectToRoom.Bounds.X, connectToRoom.Bounds.X + connectToRoom.WidthInTiles),
                                rand.Next(connectToRoom.Bounds.Y, connectToRoom.Bounds.Y + connectToRoom.HeightInTiles));

                            while (pointB != pointA)
                            {
                                if (rand.NextDouble() < sideStepChance)
                                {
                                    if (pointB.X != pointA.X)
                                    {
                                        if (pointB.X < pointA.X)
                                            pointB.X++;
                                        else
                                            pointB.X--;
                                    }
                                }
                                else if (pointB.Y != pointA.Y)
                                {
                                    if (pointB.Y < pointA.Y)
                                        pointB.Y++;
                                    else
                                        pointB.Y--;
                                }

                                if (pointB.X < level.WidthInTiles && pointB.Y < level.HeightInTiles)
                                {
                                    level.SetCollision((int)pointB.X, (int)pointB.Y, false);
                                    layerTiles[(int)(pointB.Y), (int)(pointB.X)] = new Tile(-1, -1);

                                }
                            }
                        }

                        foreach (Room r in rooms)
                        {
                            for (int x = (int)r.Position.X; x < r.Width + r.Position.X; x++)
                            {
                                for (int y = (int)r.Position.Y; y < r.Height + r.Position.Y; y++)
                                {
                                    if (x / 32 == r.Position.X / 32 || x / 32 == (int)(r.WidthInTiles + (r.Position.X / 32) - 1) ||
                                        y / 32 == r.Position.Y / 32 || y / 32 == (int)(r.HeightInTiles + (r.Position.Y / 32) - 1))
                                    {

                                    }
                                    else
                                    {
                                        level.SetCollision((int)(x / Engine.TileWidth), (int)(y / Engine.TileHeight), false);
                                        layerTiles[(int)(y / Engine.TileHeight), (int)(x / Engine.TileWidth)] = new Tile(-1, -1);
                                    }
                                }
                            }
                        }
                    }
                    break;
                case GenerationAlgorithm.PerlinNoise:
                    break;
            }

            return new MapLayer(level, layerTiles);
        }
Example #8
0
        /// <summary>
        /// Initializes a new map layer
        /// </summary>
        /// <param name="width"></param>
        /// <param name="height"></param>
        public MapLayer(TileMap parent)
        {
            this.parent = parent;
            map = new Tile[HeightInTiles, WidthInTiles];

            for (int y = 0; y < HeightInTiles; y++)
            {
                for (int x = 0; x < WidthInTiles; x++)
                {
                    map[y, x] = new Tile(-1, -1);
                }
            }
        }
Example #9
0
 /// <summary>
 /// Initializes a new map layer with an existing map
 /// </summary>
 /// <param name="map"></param>
 public MapLayer(TileMap parent, Tile[,] map)
 {
     this.parent = parent;
     this.map = (Tile[,])map.Clone();
 }
Example #10
0
 /// <summary>
 /// Initializes a new map layer with an existing map
 /// </summary>
 /// <param name="map"></param>
 public MapLayer(TileMap parent, Tile[,] map)
 {
     this.parent = parent;
     this.map    = (Tile[, ])map.Clone();
 }
Example #11
0
        public static MapLayer GenerateFromAlgorithm(GenerationAlgorithm algorithm,
                                                     TileMap level, int selectedTileSet, int groundTile = 0, int wallTile = 0)
        {
            Random rand = new Random();

            Tile[,] layerTiles = new Tile[level.HeightInTiles, level.WidthInTiles];

            // TODO: Algorithm logic
            switch (algorithm)
            {
            case GenerationAlgorithm.Dungeon_DrunkenWalk:
            {
                List <Room> rooms = new List <Room>();

                for (int x = 0; x < level.WidthInTiles; x++)
                {
                    for (int y = 0; y < level.HeightInTiles; y++)
                    {
                        layerTiles[y, x] = new Tile(wallTile, selectedTileSet);
                        level.SetCollision(x, y, true);
                    }
                }

                int roomsMin  = (int)(level.WidthInTiles * level.HeightInTiles) / 300;
                int roomsMax  = (int)(level.WidthInTiles * level.HeightInTiles) / 150;
                int roomCount = 30;

                int widthRoot  = (int)Math.Sqrt(level.WidthInPixels * 2);
                int heightRoot = (int)Math.Sqrt(level.HeightInPixels * 2);

                int minimumWidth  = (int)4 * Engine.TileWidth;
                int maximumWidth  = (int)8 * Engine.TileHeight;
                int minimumHeight = (int)3 * Engine.TileWidth;
                int maximumHeight = (int)10 * Engine.TileHeight;

                do
                {
                    bool ok   = false;
                    Room room = new Room();

                    room.X      = (int)Math.Round(rand.Next(0, level.WidthInPixels) / (double)Engine.TileWidth) * Engine.TileWidth;
                    room.Y      = (int)Math.Round(rand.Next(0, level.HeightInPixels) / (double)Engine.TileHeight) * Engine.TileHeight;
                    room.Width  = (int)Math.Round(rand.Next(minimumWidth, maximumWidth) / (double)Engine.TileWidth) * Engine.TileWidth;
                    room.Height = (int)Math.Round(rand.Next(minimumHeight, maximumHeight) / (double)Engine.TileHeight) * Engine.TileHeight;

                    if (room.X < 0 || room.X > level.WidthInPixels - room.Width ||
                        room.Y < 0 || room.Y > level.HeightInPixels - room.Height)
                    {
                        continue;
                    }

                    ok = true;

                    if (rooms.Count > 0)
                    {
                        foreach (Room r in rooms)
                        {
                            if (r.Bounds.Intersects(room.Bounds))
                            {
                                ok = false;
                            }
                        }
                    }

                    if (ok)
                    {
                        rooms.Add(room);
                    }
                } while (rooms.Count < roomCount);

                rooms.Add(new Room()
                    {
                        X      = 0,
                        Y      = 0,
                        Width  = 10 * Engine.TileWidth,
                        Height = 10 * Engine.TileHeight
                    });

                List <Room> usableRooms    = rooms;
                List <Cell> connectedTiles = new List <Cell>();
                int         connections    = roomCount;
                int         index          = 0;

                for (int i = 0; i < connections - 1; i++)
                {
                    Room room = rooms[index];
                    usableRooms.Remove(room);

                    Room connectToRoom = usableRooms[rand.Next(usableRooms.Count)];

                    double sideStepChance = 0.4;

                    Vector2 pointA = new Vector2(rand.Next(room.Bounds.X, room.Bounds.X + room.WidthInTiles),
                                                 rand.Next(room.Bounds.Y, room.Bounds.Y + room.HeightInTiles));
                    Vector2 pointB = new Vector2(rand.Next(connectToRoom.Bounds.X, connectToRoom.Bounds.X + connectToRoom.WidthInTiles),
                                                 rand.Next(connectToRoom.Bounds.Y, connectToRoom.Bounds.Y + connectToRoom.HeightInTiles));

                    while (pointB != pointA)
                    {
                        if (rand.NextDouble() < sideStepChance)
                        {
                            if (pointB.X != pointA.X)
                            {
                                if (pointB.X < pointA.X)
                                {
                                    pointB.X++;
                                }
                                else
                                {
                                    pointB.X--;
                                }
                            }
                        }
                        else if (pointB.Y != pointA.Y)
                        {
                            if (pointB.Y < pointA.Y)
                            {
                                pointB.Y++;
                            }
                            else
                            {
                                pointB.Y--;
                            }
                        }

                        if (pointB.X < level.WidthInTiles && pointB.Y < level.HeightInTiles)
                        {
                            level.SetCollision((int)pointB.X, (int)pointB.Y, false);
                            layerTiles[(int)(pointB.Y), (int)(pointB.X)] = new Tile(-1, -1);
                        }
                    }
                }

                foreach (Room r in rooms)
                {
                    for (int x = (int)r.Position.X; x < r.Width + r.Position.X; x++)
                    {
                        for (int y = (int)r.Position.Y; y < r.Height + r.Position.Y; y++)
                        {
                            if (x / 32 == r.Position.X / 32 || x / 32 == (int)(r.WidthInTiles + (r.Position.X / 32) - 1) ||
                                y / 32 == r.Position.Y / 32 || y / 32 == (int)(r.HeightInTiles + (r.Position.Y / 32) - 1))
                            {
                            }
                            else
                            {
                                level.SetCollision((int)(x / Engine.TileWidth), (int)(y / Engine.TileHeight), false);
                                layerTiles[(int)(y / Engine.TileHeight), (int)(x / Engine.TileWidth)] = new Tile(-1, -1);
                            }
                        }
                    }
                }
            }
            break;

            case GenerationAlgorithm.PerlinNoise:
                break;
            }

            return(new MapLayer(level, layerTiles));
        }
Example #12
0
 /// <summary>
 /// Initialzes a new tile map
 /// </summary>
 /// <param name="map"></param>
 public TileMap(TileMap map)
 {
     guid = map.guid;
     LoadMap(map);
 }
Example #13
0
        /// <summary>
        /// Loads a map from an existing map
        /// </summary>
        /// <param name="map"></param>
        private void LoadMap(TileMap map)
        {
            this.tileSets = map.tileSets;
            this.layers = map.layers;
            this.widthInTiles = map.widthInTiles;
            this.heightInTiles = map.heightInTiles;
            this.collisionMap = (bool[,])map.collisionMap.Clone();
            this.playerSpawnPoint = map.playerSpawnPoint;

            foreach (TileSet t in tileSets)
                t.Initialize(t.Path);
        }
Example #14
0
        protected override void Initialize()
        {
            Components.Add(new InputHandler(this));

            Config.Initialize(this);

            hud = new HUD(this);
            hud.Initialize();

            SheetManager.Initialize(this);
            canvas = new Canvas(this);

            level = new TileMap(30, 30);
            level.AddTileSet(new TileSet("TileSheets\\dirt.png", 32, 32));

            for (int i = 0; i < 3; i++)
                level.AddLayer(new MapLayer(level));

            level.CurrentLayerIndex = 0;

            canvas.Initialize();

            base.Initialize();
        }
Example #15
0
 /// <summary>
 /// Initialzes a new tile map
 /// </summary>
 /// <param name="map"></param>
 public TileMap(TileMap map)
 {
     guid = map.guid;
     LoadMap(map);
 }
        private static void InitializeSearchNodes(TileMap map)
        {
            searchNodes = new SearchNode[levelHeight, levelWidth];

            for (int x = 0; x < levelWidth; x++)
            {
                for (int y = 0; y < levelHeight; y++)
                {
                    SearchNode node = new SearchNode()
                    {
                        Position = new Point(x, y),
                        Walkable = !map.GetIsCollision(x, y)
                    };

                    if (node.Walkable)
                    {
                        node.Neighbors = new SearchNode[4];
                        searchNodes[y, x] = node;
                    }
                }
            }

            for (int x = 0; x < levelWidth; x++)
            {

                for (int y = 0; y < levelHeight; y++)
                {

                    SearchNode node = searchNodes[y, x];

                    // We only want to look at the nodes that

                    // our enemies can walk on.

                    if (node == null || node.Walkable == false)
                    {

                        continue;

                    }

                    // An array of all of the possible neighbors this

                    // node could have. (We will ignore diagonals for now.)

                    Point[] neighbors = new Point[]

            {

            new Point (x, y - 1), // The node above the current node

            new Point (x, y + 1), // The node below the current node.

            new Point (x - 1, y), // The node left of the current node.

            new Point (x + 1, y), // The node right of the current node

            };

                    // We loop through each of the possible neighbors

                    for (int i = 0; i < neighbors.Length; i++)
                    {

                        Point position = neighbors[i];

                        // We need to make sure this neighbour is part of the level.

                        if (position.X < 0 || position.X > levelWidth - 1 ||

                            position.Y < 0 || position.Y > levelHeight - 1)
                        {

                            continue;

                        }

                        SearchNode neighbor = searchNodes[position.Y, position.X];

                        // We will only bother keeping a reference

                        // to the nodes that can be walked on.

                        if (neighbor == null || neighbor.Walkable == false)
                        {
                            continue;
                        }

                        // Store a reference to the neighbor.
                        node.Neighbors[i] = neighbor;
                    }
                }
            }
        }