Exemple #1
0
        public static List <PointF> GetPointsInMapSpace(TmxMap tmxMap, TmxHasPoints objectWithPoints)
        {
            PointF local = TmxMath.ObjectPointFToMapSpace(tmxMap, 0, 0);

            local.X = -local.X;
            local.Y = -local.Y;

            List <PointF> xfPoints = objectWithPoints.Points.Select(pt => TmxMath.ObjectPointFToMapSpace(tmxMap, pt)).ToList();

            xfPoints = xfPoints.Select(pt => TmxMath.AddPoints(pt, local)).ToList();
            return(xfPoints);
        }
Exemple #2
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        public static TmxObjectGroup FromXml(XElement xml, TmxLayerNode parent, TmxMap tmxMap)
        {
            TmxObjectGroup tmxObjectGroup = new TmxObjectGroup(parent, tmxMap);

            tmxObjectGroup.FromXmlInternal(xml);
            tmxObjectGroup.Color = TmxHelper.GetAttributeAsColor(xml, "color", new Color32(128, 128, 128, 255));
            Logger.WriteVerbose("Parsing objects in object group '{0}'", tmxObjectGroup.Name);
            IEnumerable <TmxObject> source = from obj in xml.Elements("object")
                                             select TmxObject.FromXml(obj, tmxObjectGroup, tmxMap);

            tmxObjectGroup.Objects = (from o in source
                                      orderby TmxMath.ObjectPointFToMapSpace(tmxMap, o.Position).Y
                                      select o).ToList();
            return(tmxObjectGroup);
        }
Exemple #3
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        private void AddTileObjectElements(TmxObjectTile tmxTile, XElement xmlTileObject)
        {
            // We combine the properties of the tile that is referenced and add it to our own properties
            AssignTiledProperties(tmxTile.Tile, xmlTileObject);

            // Add any colliders that might be on the tile
            foreach (TmxObject tmxObject in tmxTile.Tile.ObjectGroup.Objects)
            {
                // All the objects/colliders in our object group need to be separate game objects because they can have unique tags/layers
                XElement xmlObject = new XElement("GameObject", new XAttribute("name", tmxObject.GetNonEmptyName()));

                // Transform object locaction into map space (needed for isometric and hex modes)
                PointF   xfPosition = TmxMath.ObjectPointFToMapSpace(this.tmxMap, tmxObject.Position);
                Vector3D pos        = PointFToUnityVector(xfPosition);
                xmlObject.SetAttributeValue("x", pos.X);
                xmlObject.SetAttributeValue("y", pos.Y);
                xmlObject.SetAttributeValue("rotation", tmxObject.Rotation);

                XElement objElement = null;

                if (tmxObject.GetType() == typeof(TmxObjectRectangle))
                {
                    // Note: Tile objects have orthographic rectangles even in isometric orientations so no need to transform rectangle points
                    objElement = CreateBoxColliderElement(tmxObject as TmxObjectRectangle);
                }
                else if (tmxObject.GetType() == typeof(TmxObjectEllipse))
                {
                    objElement = CreateCircleColliderElement(tmxObject as TmxObjectEllipse, tmxTile.Tile.ObjectGroup.Name);
                }
                else if (tmxObject.GetType() == typeof(TmxObjectPolygon))
                {
                    objElement = CreatePolygonColliderElement(tmxObject as TmxObjectPolygon);
                }
                else if (tmxObject.GetType() == typeof(TmxObjectPolyline))
                {
                    objElement = CreateEdgeColliderElement(tmxObject as TmxObjectPolyline);
                }

                if (objElement != null)
                {
                    xmlTileObject.Add(objElement);
                }
            }
        }
        public static TmxObjectGroup FromXml(XElement xml, TmxLayerNode parent, TmxMap tmxMap)
        {
            Debug.Assert(xml.Name == "objectgroup");

            TmxObjectGroup tmxObjectGroup = new TmxObjectGroup(parent, tmxMap);

            tmxObjectGroup.FromXmlInternal(xml);

            // Color is specific to object group
            tmxObjectGroup.Color = TmxHelper.GetAttributeAsColor(xml, "color", Color.FromArgb(128, 128, 128));

            // Get all the objects
            Logger.WriteLine("Parsing objects in object group '{0}'", tmxObjectGroup.Name);
            var objects = from obj in xml.Elements("object")
                          select TmxObject.FromXml(obj, tmxObjectGroup, tmxMap);

            // The objects are ordered "visually" by Y position
            tmxObjectGroup.Objects = objects.OrderBy(o => TmxMath.ObjectPointFToMapSpace(tmxMap, o.Position).Y).ToList();

            return(tmxObjectGroup);
        }
Exemple #5
0
        public static TmxObjectGroup FromXml(XElement xml, TmxMap tmxMap)
        {
            Debug.Assert(xml.Name == "objectgroup");

            TmxObjectGroup tmxObjectGroup = new TmxObjectGroup(tmxMap);

            // Order within Xml file is import for layer types
            tmxObjectGroup.XmlElementIndex = xml.NodesBeforeSelf().Count();

            tmxObjectGroup.Name       = TmxHelper.GetAttributeAsString(xml, "name", "");
            tmxObjectGroup.Visible    = TmxHelper.GetAttributeAsInt(xml, "visible", 1) == 1;
            tmxObjectGroup.Opacity    = TmxHelper.GetAttributeAsFloat(xml, "opacity", 1);
            tmxObjectGroup.Color      = TmxHelper.GetAttributeAsColor(xml, "color", Color.FromArgb(128, 128, 128));
            tmxObjectGroup.Properties = TmxProperties.FromXml(xml);

            // Set the "ignore" setting on this object group
            tmxObjectGroup.Ignore = tmxObjectGroup.Properties.GetPropertyValueAsEnum <IgnoreSettings>("unity:ignore", IgnoreSettings.False);

            PointF offset = new PointF(0, 0);

            offset.X = TmxHelper.GetAttributeAsFloat(xml, "offsetx", 0);
            offset.Y = TmxHelper.GetAttributeAsFloat(xml, "offsety", 0);
            tmxObjectGroup.Offset = offset;

            // Get all the objects
            Logger.WriteLine("Parsing objects in object group '{0}'", tmxObjectGroup.Name);
            var objects = from obj in xml.Elements("object")
                          select TmxObject.FromXml(obj, tmxObjectGroup, tmxMap);

            // The objects are ordered "visually" by Y position
            tmxObjectGroup.Objects = objects.OrderBy(o => TmxMath.ObjectPointFToMapSpace(tmxMap, o.Position).Y).ToList();

            // Are we using a unity:layer override?
            tmxObjectGroup.UnityLayerOverrideName = tmxObjectGroup.Properties.GetPropertyValueAsString("unity:layer", "");

            return(tmxObjectGroup);
        }
        private void DrawObjectCollider(Graphics g, TmxObject tmxObject, Color color)
        {
            Color brushColor = Color.FromArgb(128, color);

            using (Brush brush = new HatchBrush(HatchStyle.BackwardDiagonal, color, brushColor))
                using (Pen pen = new Pen(color))
                {
                    pen.Alignment = PenAlignment.Inset;

                    GraphicsState state = g.Save();

                    PointF xfPosition = TmxMath.ObjectPointFToMapSpace(this.tmxMap, tmxObject.Position);
                    g.TranslateTransform(xfPosition.X, xfPosition.Y);
                    g.RotateTransform(tmxObject.Rotation);

                    if (tmxObject.GetType() == typeof(TmxObjectPolygon))
                    {
                        DrawPolygon(g, pen, brush, tmxObject as TmxObjectPolygon);
                    }
                    else if (tmxObject.GetType() == typeof(TmxObjectRectangle))
                    {
                        if (this.tmxMap.Orientation == TmxMap.MapOrientation.Isometric)
                        {
                            TmxObjectPolygon tmxIsometricRectangle = TmxObjectPolygon.FromIsometricRectangle(this.tmxMap, tmxObject as TmxObjectRectangle);
                            DrawPolygon(g, pen, brush, tmxIsometricRectangle);
                        }
                        else
                        {
                            // Rectangles are polygons
                            DrawPolygon(g, pen, brush, tmxObject as TmxObjectPolygon);
                        }
                    }
                    else if (tmxObject.GetType() == typeof(TmxObjectEllipse))
                    {
                        DrawEllipse(g, pen, brush, tmxObject as TmxObjectEllipse);
                    }
                    else if (tmxObject.GetType() == typeof(TmxObjectPolyline))
                    {
                        DrawPolyline(g, pen, tmxObject as TmxObjectPolyline);
                    }
                    else if (tmxObject.GetType() == typeof(TmxObjectTile))
                    {
                        TmxObjectTile tmxObjectTile = tmxObject as TmxObjectTile;

                        RectangleF rcTile = new RectangleF();
                        rcTile.X    = 0;
                        rcTile.Y    = -tmxObjectTile.Tile.TileSize.Height;
                        rcTile.Size = tmxObjectTile.Tile.TileSize;

                        g.FillRectangle(brush, rcTile);
                        g.DrawRectangle(pen, rcTile.X, rcTile.Y, rcTile.Width - 1, rcTile.Height - 1);
                    }
                    else
                    {
                        g.Restore(state);
                        RectangleF bounds = tmxObject.GetWorldBounds();
                        g.FillRectangle(Brushes.Red, bounds.X, bounds.Y, bounds.Width, bounds.Height);
                        g.DrawRectangle(Pens.White, bounds.X, bounds.Y, bounds.Width, bounds.Height);
                        string message = String.Format("Unhandled object: {0}", tmxObject.GetNonEmptyName());
                        DrawString(g, message, bounds.X, bounds.Y);
                    }

                    // Restore our state
                    g.Restore(state);
                }
        }
        private List <XElement> CreateObjectElementList(TmxObjectGroup objectGroup)
        {
            List <XElement> elements = new List <XElement>();

            foreach (TmxObject tmxObject in objectGroup.Objects)
            {
                // All the objects/colliders in our object group need to be separate game objects because they can have unique tags/layers
                XElement xmlObject = new XElement("GameObject", new XAttribute("name", tmxObject.GetNonEmptyName()));

                // Transform object locaction into map space (needed for isometric and hex modes)
                PointF xfPosition = TmxMath.ObjectPointFToMapSpace(this.tmxMap, tmxObject.Position);
                PointF pos        = PointFToUnityVector(xfPosition);
                xmlObject.SetAttributeValue("x", pos.X);
                xmlObject.SetAttributeValue("y", pos.Y);
                xmlObject.SetAttributeValue("rotation", tmxObject.Rotation);

                AssignUnityProperties(tmxObject, xmlObject, PrefabContext.Object);
                AssignTiledProperties(tmxObject, xmlObject);

                // If we're not using a unity:layer override and there is an Object Type to go with this object then use it
                if (String.IsNullOrEmpty(objectGroup.UnityLayerOverrideName))
                {
                    xmlObject.SetAttributeValue("layer", tmxObject.Type);
                }

                XElement objElement = null;

                if (tmxObject.GetType() == typeof(TmxObjectRectangle))
                {
                    if (this.tmxMap.Orientation == TmxMap.MapOrientation.Isometric)
                    {
                        TmxObjectPolygon tmxIsometricRectangle = TmxObjectPolygon.FromRectangle(this.tmxMap, tmxObject as TmxObjectRectangle);
                        objElement = CreatePolygonColliderElement(tmxIsometricRectangle);
                    }
                    else
                    {
                        objElement = CreateBoxColliderElement(tmxObject as TmxObjectRectangle);
                    }
                }
                else if (tmxObject.GetType() == typeof(TmxObjectEllipse))
                {
                    objElement = CreateCircleColliderElement(tmxObject as TmxObjectEllipse, objectGroup.Name);
                }
                else if (tmxObject.GetType() == typeof(TmxObjectPolygon))
                {
                    objElement = CreatePolygonColliderElement(tmxObject as TmxObjectPolygon);
                }
                else if (tmxObject.GetType() == typeof(TmxObjectPolyline))
                {
                    objElement = CreateEdgeColliderElement(tmxObject as TmxObjectPolyline);
                }
                else if (tmxObject.GetType() == typeof(TmxObjectTile))
                {
                    TmxObjectTile tmxObjectTile = tmxObject as TmxObjectTile;

                    // Apply z-cooridnate for use with the depth buffer
                    // (Again, this is complicated by the fact that object tiles position is WRT the bottom edge of a tile)
                    if (Tiled2Unity.Settings.DepthBufferEnabled)
                    {
                        float mapLogicalHeight  = this.tmxMap.MapSizeInPixels().Height;
                        float tileLogicalHeight = this.tmxMap.TileHeight;
                        float logicalPos_y      = (-pos.Y / Tiled2Unity.Settings.Scale) - tileLogicalHeight;

                        float depth_z = CalculateFaceDepth(logicalPos_y, mapLogicalHeight);
                        xmlObject.SetAttributeValue("z", depth_z);
                    }

                    AddTileObjectElements(tmxObject as TmxObjectTile, xmlObject);
                }
                else
                {
                    Logger.WriteLine("Object '{0}' has been added for use with custom importers", tmxObject);
                }

                if (objElement != null)
                {
                    xmlObject.Add(objElement);
                }

                elements.Add(xmlObject);
            }

            return(elements);
        }
Exemple #8
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        private List <XElement> CreateObjectElementList(TmxObjectGroup objectGroup)
        {
            List <XElement> elements = new List <XElement>();

            foreach (TmxObject tmxObject in objectGroup.Objects)
            {
                // All the objects/colliders in our object group need to be separate game objects because they can have unique tags/layers
                XElement xmlObject = new XElement("GameObject", new XAttribute("name", tmxObject.GetNonEmptyName()));

                // Transform object locaction into map space (needed for isometric and hex modes)
                PointF xfPosition = TmxMath.ObjectPointFToMapSpace(this.tmxMap, tmxObject.Position);
                PointF pos        = PointFToUnityVector(xfPosition);
                xmlObject.SetAttributeValue("x", pos.X);
                xmlObject.SetAttributeValue("y", pos.Y);
                xmlObject.SetAttributeValue("rotation", tmxObject.Rotation);

                AssignUnityProperties(tmxObject, xmlObject, PrefabContext.Object);
                AssignTiledProperties(tmxObject, xmlObject);

                // If we're not using a unity:layer override and there is an Object Type to go with this object then use it
                if (String.IsNullOrEmpty(objectGroup.UnityLayerOverrideName))
                {
                    // why would we /ever/ do this, christ
                    //xmlObject.SetAttributeValue("layer", tmxObject.Type);
                }

                XElement objElement   = null;
                XElement objComponent = new XElement("TmxObjectComponent",
                                                     new XAttribute("tmx-object-id", tmxObject.Id),
                                                     new XAttribute("tmx-object-name", tmxObject.Name),
                                                     new XAttribute("tmx-object-type", tmxObject.Type),
                                                     new XAttribute("tmx-object-x", tmxObject.Position.X),
                                                     new XAttribute("tmx-object-y", tmxObject.Position.Y),
                                                     new XAttribute("tmx-object-width", tmxObject.Size.Width),
                                                     new XAttribute("tmx-object-height", tmxObject.Size.Height),
                                                     new XAttribute("tmx-object-rotation", tmxObject.Rotation));

                // Do not create colliders if the are being ignored. (Still want to creat the game object though)
                bool ignoringCollisions = (objectGroup.Ignore == TmxLayerNode.IgnoreSettings.Collision);

                if (!ignoringCollisions && tmxObject.GetType() == typeof(TmxObjectRectangle))
                {
                    if (this.tmxMap.Orientation == TmxMap.MapOrientation.Isometric)
                    {
                        TmxObjectPolygon tmxIsometricRectangle = TmxObjectPolygon.FromRectangle(this.tmxMap, tmxObject as TmxObjectRectangle);
                        objElement = CreatePolygonColliderElement(tmxIsometricRectangle);
                    }
                    else
                    {
                        objElement = CreateBoxColliderElement(tmxObject as TmxObjectRectangle);
                    }

                    // Set object component type
                    objComponent.Name = "RectangleObjectComponent";
                }
                else if (!ignoringCollisions && tmxObject.GetType() == typeof(TmxObjectEllipse))
                {
                    objElement = CreateCircleColliderElement(tmxObject as TmxObjectEllipse, objectGroup.Name);

                    // Set the component type
                    objComponent.Name = "CircleObjectComponent";
                }
                else if (!ignoringCollisions && tmxObject.GetType() == typeof(TmxObjectPolygon))
                {
                    objElement = CreatePolygonColliderElement(tmxObject as TmxObjectPolygon);

                    // Set the component type
                    objComponent.Name = "PolygonObjectComponent";
                }
                else if (!ignoringCollisions && tmxObject.GetType() == typeof(TmxObjectPolyline))
                {
                    objElement = CreateEdgeColliderElement(tmxObject as TmxObjectPolyline);

                    // Set the component type
                    objComponent.Name = "PolylineObjectComponent";
                }
                else if (tmxObject.GetType() == typeof(TmxObjectTile))
                {
                    TmxObjectTile tmxObjectTile = tmxObject as TmxObjectTile;

                    // Apply z-cooridnate for use with the depth buffer
                    if (Tiled2Unity.Settings.DepthBufferEnabled)
                    {
                        float depth_z = CalculateFaceDepth(tmxObjectTile.Position.Y, tmxMap.MapSizeInPixels.Height);
                        xmlObject.SetAttributeValue("z", depth_z);
                    }

                    AddTileObjectElements(tmxObjectTile, xmlObject, objComponent);
                }
                else
                {
                    Logger.WriteLine("Object '{0}' has been added for use with custom importers", tmxObject);
                }

                if (objElement != null)
                {
                    xmlObject.Add(objComponent);
                    xmlObject.Add(objElement);
                }

                elements.Add(xmlObject);
            }

            return(elements);
        }
Exemple #9
0
        private List <XElement> CreateObjectElementList(TmxObjectGroup objectGroup)
        {
            List <XElement> elements = new List <XElement>();

            foreach (TmxObject tmxObject in objectGroup.Objects)
            {
                // All the objects/colliders in our object group need to be separate game objects because they can have unique tags/layers
                XElement xmlObject = new XElement("GameObject", new XAttribute("name", tmxObject.GetNonEmptyName()));

                // Transform object locaction into map space (needed for isometric and hex modes)
                PointF xfPosition = TmxMath.ObjectPointFToMapSpace(this.tmxMap, tmxObject.Position);
                PointF pos        = PointFToUnityVector(xfPosition);
                xmlObject.SetAttributeValue("x", pos.X);
                xmlObject.SetAttributeValue("y", pos.Y);
                xmlObject.SetAttributeValue("rotation", tmxObject.Rotation);

                AssignUnityProperties(tmxObject, xmlObject, PrefabContext.Object);
                AssignTiledProperties(tmxObject, xmlObject);

                XElement objElement = null;

                if (tmxObject.GetType() == typeof(TmxObjectRectangle))
                {
                    if (this.tmxMap.Orientation == TmxMap.MapOrientation.Isometric)
                    {
                        TmxObjectPolygon tmxIsometricRectangle = TmxObjectPolygon.FromRectangle(this.tmxMap, tmxObject as TmxObjectRectangle);
                        objElement = CreatePolygonColliderElement(tmxIsometricRectangle);
                    }
                    else
                    {
                        objElement = CreateBoxColliderElement(tmxObject as TmxObjectRectangle);
                    }
                }
                else if (tmxObject.GetType() == typeof(TmxObjectEllipse))
                {
                    objElement = CreateCircleColliderElement(tmxObject as TmxObjectEllipse, objectGroup.Name);
                }
                else if (tmxObject.GetType() == typeof(TmxObjectPolygon))
                {
                    objElement = CreatePolygonColliderElement(tmxObject as TmxObjectPolygon);
                }
                else if (tmxObject.GetType() == typeof(TmxObjectPolyline))
                {
                    objElement = CreateEdgeColliderElement(tmxObject as TmxObjectPolyline);
                }
                else if (tmxObject.GetType() == typeof(TmxObjectTile))
                {
                    AddTileObjectElements(tmxObject as TmxObjectTile, xmlObject);
                }
                else
                {
                    Program.WriteLine("Object '{0}' has been added for use with custom importers", tmxObject);
                }

                if (objElement != null)
                {
                    xmlObject.Add(objElement);
                }

                elements.Add(xmlObject);
            }

            return(elements);
        }
Exemple #10
0
        private void DrawObjectCollider(Graphics g, TmxObject tmxObject, Color color)
        {
            Color brushColor = Color.FromArgb(128, color);

            using (Brush brush = new HatchBrush(HatchStyle.BackwardDiagonal, color, brushColor))
                using (Pen pen = new Pen(color))
                {
                    pen.Alignment = PenAlignment.Inset;

                    GraphicsState state = g.Save();

                    PointF xfPosition = TmxMath.ObjectPointFToMapSpace(this.tmxMap, tmxObject.Position);
                    g.TranslateTransform(xfPosition.X, xfPosition.Y);
                    g.RotateTransform(tmxObject.Rotation);

                    if (tmxObject.GetType() == typeof(TmxObjectPolygon))
                    {
                        DrawPolygon(g, pen, brush, tmxObject as TmxObjectPolygon);
                    }
                    else if (tmxObject.GetType() == typeof(TmxObjectRectangle))
                    {
                        if (this.tmxMap.Orientation == TmxMap.MapOrientation.Isometric)
                        {
                            TmxObjectPolygon tmxIsometricRectangle = TmxObjectPolygon.FromRectangle(this.tmxMap, tmxObject as TmxObjectRectangle);
                            DrawPolygon(g, pen, brush, tmxIsometricRectangle);
                        }
                        else
                        {
                            // Rectangles are polygons
                            DrawPolygon(g, pen, brush, tmxObject as TmxObjectPolygon);
                        }
                    }
                    else if (tmxObject.GetType() == typeof(TmxObjectEllipse))
                    {
                        DrawEllipse(g, pen, brush, tmxObject as TmxObjectEllipse);
                    }
                    else if (tmxObject.GetType() == typeof(TmxObjectPolyline))
                    {
                        DrawPolyline(g, pen, tmxObject as TmxObjectPolyline);
                    }
                    else if (tmxObject.GetType() == typeof(TmxObjectTile))
                    {
                        GraphicsState tileState     = g.Save();
                        TmxObjectTile tmxObjectTile = tmxObject as TmxObjectTile;

                        // Apply scale
                        SizeF scale = tmxObjectTile.GetTileObjectScale();
                        g.ScaleTransform(scale.Width, scale.Height);

                        // Apply horizontal flip
                        if (tmxObjectTile.FlippedHorizontal)
                        {
                            g.TranslateTransform(tmxObjectTile.Tile.TileSize.Width, 0);
                            g.ScaleTransform(-1, 1);
                        }

                        // Apply vertical flip
                        if (tmxObjectTile.FlippedVertical)
                        {
                            g.TranslateTransform(0, -tmxObjectTile.Tile.TileSize.Height);
                            g.ScaleTransform(1, -1);
                        }

                        // (Note: Now we can draw the tile and collisions as normal as the transforms have been set up.)

                        // Draw the tile
                        Rectangle destination = new Rectangle(0, -tmxObjectTile.Tile.TileSize.Height, tmxObjectTile.Tile.TileSize.Width, tmxObjectTile.Tile.TileSize.Height);
                        Rectangle source      = new Rectangle(tmxObjectTile.Tile.LocationOnSource, tmxObjectTile.Tile.TileSize);
                        g.DrawImage(tmxObjectTile.Tile.TmxImage.ImageBitmap, destination, source, GraphicsUnit.Pixel);

                        // Put a black border around the tile so it sticks out a bit as an object
                        g.DrawRectangle(Pens.Black, destination);

                        // Draw the collisions
                        // Make up for the fact that the bottom-left corner is the origin
                        g.TranslateTransform(0, -tmxObjectTile.Tile.TileSize.Height);
                        foreach (var obj in tmxObjectTile.Tile.ObjectGroup.Objects)
                        {
                            DrawObjectCollider(g, obj, Color.Gray);
                        }

                        g.Restore(tileState);
                    }
                    else
                    {
                        g.Restore(state);
                        RectangleF bounds = tmxObject.GetWorldBounds();
                        g.FillRectangle(Brushes.Red, bounds.X, bounds.Y, bounds.Width, bounds.Height);
                        g.DrawRectangle(Pens.White, bounds.X, bounds.Y, bounds.Width, bounds.Height);
                        string message = String.Format("Unhandled object: {0}", tmxObject.GetNonEmptyName());
                        DrawString(g, message, bounds.X, bounds.Y);
                    }

                    // Restore our state
                    g.Restore(state);
                }
        }