Esempio n. 1
0
        /// <summary>
        /// Configures the render context for drawing the specified layer.
        /// </summary>
        /// <param name="layer">The layer.</param>
        private void ConfigureContextForLayer(GeometryTileLayer layer)
        {
            if (layer == null)
            {
                throw new ArgumentNullException(nameof(layer));
            }

            var map = _mapService.CurrentMap;

            /*
             * Get the number of map tiles each layer tile covers.
             * This is becasue the map layers may use tiles which are larger
             * than the map tiles, map tiles are usually 16x16, but layers
             * can have tiles up to 128x128.
             *
             * If we don't take this into account the rendering will clip
             * tiles larger than 16x16 at the wrong time, causing them to
             * "pop" in and out as the player moves.
             */
            var widthMultiplier  = (layer.MaxTileWidth / map.GeometryTileWidth);
            var heightMultiplier = (layer.MaxTileHeight / map.GeometryTileHeight);

            // get the width and height of each tile to be rendered
            _rc.RenderTileWidth  = map.GeometryTileWidth;
            _rc.RenderTileHeight = map.GeometryTileHeight;

            // maximum number of tiles we will render
            _rc.TilesWide = (int)Math.Ceiling((double)_width / map.GeometryTileWidth) + 1;
            _rc.TilesHigh = (int)Math.Ceiling((double)_height / map.GeometryTileHeight) + 1;

            _rc.TilesWide *= widthMultiplier;
            _rc.TilesHigh *= heightMultiplier;

            // actual x/y render start point - may be slightly beyond screen bounds
            var x = (Camera.Position.X * layer.HorizontalScrollMultipler) + layer.HorizontalOffset;
            var y = (Camera.Position.Y * layer.VerticalScrollMultipler) + layer.VerticalOffset;

            _rc.Origin = new Int32Point((int)x, (int)y);

            // determine the leftmost and topmost boundaries we will be drawing
            _rc.LeftBound = _rc.Origin.X - (_width / 2);
            _rc.TopBound  = _rc.Origin.Y - (_height / 2);

            // determine the row and column of the leftmost and topmost tiles we will be drawing
            _rc.FirstTileCol = _rc.LeftBound / _rc.RenderTileWidth - widthMultiplier;
            _rc.FirstTileRow = _rc.TopBound / _rc.RenderTileHeight - heightMultiplier;

            // clamp
            _rc.FirstTileCol = Math.Max(0, _rc.FirstTileCol);
            _rc.FirstTileRow = Math.Max(0, _rc.FirstTileRow);
        }
Esempio n. 2
0
        /// <summary>
        /// Processes the geometry layer, creating the game representation.
        /// </summary>
        /// <param name="rawLayer">The layer.</param>
        /// <param name="map">The map.</param>
        /// <param name="tileDefinitions">A global dictionary of all tile definitions.</param>
        /// <returns>
        /// An instance of a new <see cref="GeometryTileLayer" />.
        /// </returns>
        private void ProcessGeometryLayer(TmxLayer rawLayer, GeometryTileLayer layer, Map map, IDictionary <int, TileDefinition> tileDefinitions)
        {
            if (rawLayer == null)
            {
                throw new ArgumentNullException(nameof(rawLayer));
            }

            if (layer == null)
            {
                throw new ArgumentNullException(nameof(layer));
            }

            if (map == null)
            {
                throw new ArgumentNullException(nameof(map));
            }

            if (tileDefinitions == null)
            {
                throw new ArgumentNullException(nameof(tileDefinitions));
            }

            TraceSource.TraceEvent(TraceEventType.Verbose, 0, $"Processing layer {rawLayer.Name}");

            var tiles = new List <GeometryTile>();

            foreach (var tile in rawLayer.Tiles)
            {
                if (tile.Gid != 0)
                {
                    var geoTile = new GeometryTile();
                    geoTile.GridPosition  = new Int32Point(tile.X, tile.Y);
                    geoTile.WorldPosition = new Int32Point(tile.X * map.GeometryTileWidth, tile.Y * map.GeometryTileHeight);
                    geoTile.Definition    = tileDefinitions[tile.Gid];
                    geoTile.DefinitionId  = tile.Gid;
                    tiles.Add(geoTile);
                }
            }

            layer.SetTiles(tiles);
        }