Esempio n. 1
0
        /**
         * Draws a world's sprites
         *
         * @param world the world to draw
         */
        protected virtual void drawSprites(World world)
        {
            foreach (Actor a in world.actors)
            {
                //Get actor's texture
                Handle tex = a.sprite;
                if (tex == null)
                {
                    continue;
                }
                Texture2D texture = tex.getResource <Texture2D>();
                if (texture == null)
                {
                    return;
                }

                //Get the tile actor is on
                Vector2 spritePos = a.position + a.world2model;
                Vector2 aMiddle   = new Vector2(texture.width / 2, texture.height / 2);
                Tile    t         = world.getTileAt(spritePos + aMiddle);

                //If the tile actor is on isn't visible, don't draw actor
                if (t == null || t.color.a < 0.00001f)
                {
                    t = world.getTileAt(spritePos);
                }
                if (t == null || t.color.a + world.ambientLight < 0.00001f)
                {
                    continue;
                }

                //Merge the actor's lighting with the tile
                a.color += (t.getFinalColor() + (a.color * -1f)) * a.colorChangeRate;
                a.color += world.ambientLight;
                Color actorTint = a.tint * a.color;

                //Default drawing
                if (a.defaultDraw)
                {
                    drawTex(tex, (int)(spritePos.x + a.xoffset), (int)(spritePos.y + a.yoffset), actorTint);
                }

                //Custom drawing (if any)
                if (a.customDraw != null)
                {
                    a.customDraw(a);
                }

                //Editor erasor selector draw
                if (engine.editorComponent.isActive && engine.editorComponent.eraseTool.active)
                {
                    engine.graphicsComponent.drawRect((int)(a.position.x - 2), (int)(a.position.y + (a.diameter / 4)), 4, 4, new Color(1f, 0, 1f));
                }
            }
        }
Esempio n. 2
0
        /*
         * Draws a single tile, incrementally if needed
         *
         * @param tile the tile to draw
         * @param viewRect the view to consider
         */
        protected virtual void drawTile(Tile tile, RectangleF viewRect)
        {
            if (tile.texture.key != "")
            {
                //Get the size of the tile in increments of Tile.size
                int tilesWide  = (int)((float)tile.imageWidth / Tile.size);
                int tilesHigh  = (int)((float)tile.imageHeight / Tile.size);
                int fTilesWide = tilesWide;
                int fTilesHigh = tilesHigh;
                if (tile.xIndex + fTilesWide > tile.world.width)
                {
                    fTilesWide -= ((tile.xIndex + fTilesWide) - tile.world.width);
                }
                if (tile.yIndex + fTilesHigh > tile.world.height)
                {
                    fTilesHigh -= ((tile.yIndex + fTilesHigh) - tile.world.height);
                }

                //Draw the single tile by increments of Tile.size, in order to draw larger-than-a-tile tiles
                for (int x = 0; x < fTilesWide; x++)
                {
                    for (int y = 0; y < fTilesHigh; y++)
                    {
                        //Merge the lighting of the current tile and the incremental tile
                        Tile t = tile.world.tileArray[tile.xIndex + x, tile.yIndex + y];
                        if (t != tile && t.texture.key != "")
                        {
                            continue;
                        }
                        if (t.color.a < 0.0001f)
                        {
                            continue;
                        }

                        //Final tint
                        Color tint = t.getFinalColor();//glowOutput; //getfinalcolor

                        //Get the specific bounds for this increment
                        RectangleF bounds = new RectangleF((float)x * Tile.size / tile.imageWidth, (float)y * Tile.size / tile.imageHeight, (float)Tile.size / tile.imageWidth, (float)Tile.size / tile.imageHeight);

                        Color tint1 = Color.Avg((t.left == null) ? tint : t.left.getFinalColor(), (t.up == null) ? tint : t.up.getFinalColor());
                        Color tint2 = Color.Avg((t.right == null) ? tint : t.right.getFinalColor(), (t.up == null) ? tint : t.up.getFinalColor());
                        Color tint3 = Color.Avg((t.left == null) ? tint : t.left.getFinalColor(), (t.down == null) ? tint : t.down.getFinalColor());
                        Color tint4 = Color.Avg((t.right == null) ? tint : t.right.getFinalColor(), (t.down == null) ? tint : t.down.getFinalColor());

                        drawTex(tile.texture, t.x, t.y, Tile.size, Tile.size, Color.Avg(tint, tint1), Color.Avg(tint, tint2), Color.Avg(tint, tint3), Color.Avg(tint, tint4), bounds);
                    }
                }
            }
        }