Esempio n. 1
0
        /**
         * Fills the block with a randomly arranged selection of graphics from the image provided.
         *
         * @param	TileGraphic     The graphic class that contains the tiles that should fill this block.
         * @param	TileWidth		The width of a single tile in the graphic.
         * @param	TileHeight		The height of a single tile in the graphic.
         * @param	Empties			The number of "empty" tiles to add to the auto-fill algorithm (e.g. 8 tiles + 4 empties = 1/3 of block will be open holes).
         */
        public FlxTileblock loadTiles(string TileGraphic, uint TileWidth = 0, uint TileHeight = 0, uint Empties = 0)
        {
            if (TileGraphic == null)
            {
                return(this);
            }

            //First create a tile brush
            FlxSprite sprite = new FlxSprite();

            sprite.loadGraphic(TileGraphic, true, false, TileWidth, TileHeight);
            uint spriteWidth  = (uint)sprite.Width;
            uint spriteHeight = (uint)sprite.Height;
            uint total        = sprite.Frames + Empties;

            //Then prep the "canvas" as it were (just doublechecking that the size is on tile boundaries)
            bool regen = false;

            if (Width % sprite.Width != 0)
            {
                Width = (uint)(Width / spriteWidth + 1) * spriteWidth;
                regen = true;
            }
            if (Height % sprite.Height != 0)
            {
                Height = (uint)(Height / spriteHeight + 1) * spriteHeight;
                regen  = true;
            }
            if (regen)
            {
                makeGraphic((uint)Width, (uint)Height, Color.Green, true);
            }
            else
            {
                this.fill(Color.Green);
            }

            //Stamp random tiles onto the canvas
            uint row = 0;
            uint column;
            int  destinationX;
            int  destinationY  = 0;
            uint widthInTiles  = (uint)Width / spriteWidth;
            uint heightInTiles = (uint)Height / spriteHeight;

            while (row < heightInTiles)
            {
                destinationX = 0;
                column       = 0;
                while (column < widthInTiles)
                {
                    if (FlxG.random() * total > Empties)
                    {
                        sprite.randomFrame();
                        sprite.drawFrame();
                        stamp(sprite, destinationX, destinationY);
                    }
                    destinationX += (int)spriteWidth;
                    column++;
                }
                destinationY += (int)spriteHeight;
                row++;
            }

            return(this);
        }
Esempio n. 2
0
        /**
         * Fills the block with a randomly arranged selection of graphics from the image provided.
         *
         * @param	TileGraphic 	The graphic class that contains the tiles that should fill this block.
         * @param	TileWidth		The width of a single tile in the graphic.
         * @param	TileHeight		The height of a single tile in the graphic.
         * @param	Empties			The number of "empty" tiles to add to the auto-fill algorithm (e.g. 8 tiles + 4 empties = 1/3 of block will be open holes).
         */
        public FlxTileblock loadTiles(string TileGraphic,uint TileWidth=0,uint TileHeight=0, uint Empties=0)
        {
            if(TileGraphic == null)
                return this;

            //First create a tile brush
            FlxSprite sprite = new FlxSprite();
            sprite.loadGraphic(TileGraphic, true, false, TileWidth, TileHeight);
            uint spriteWidth = (uint)sprite.Width;
            uint spriteHeight = (uint)sprite.Height;
            uint total = sprite.Frames + Empties;

            //Then prep the "canvas" as it were (just doublechecking that the size is on tile boundaries)
            bool regen = false;
            if(Width % sprite.Width != 0)
            {
                Width = (uint)(Width/spriteWidth+1)*spriteWidth;
                regen = true;
            }
            if(Height % sprite.Height != 0)
            {
                Height = (uint)(Height/spriteHeight+1)*spriteHeight;
                regen = true;
            }
            if(regen)
                makeGraphic((uint)Width,(uint)Height,Color.Green,true);
            else
                this.fill(Color.Green);

            //Stamp random tiles onto the canvas
            uint row = 0;
            uint column;
            int destinationX;
            int destinationY = 0;
            uint widthInTiles = (uint)Width/spriteWidth;
            uint heightInTiles = (uint)Height/spriteHeight;
            while(row < heightInTiles)
            {
                destinationX = 0;
                column = 0;
                while(column < widthInTiles)
                {
                    if(FlxG.random()*total > Empties)
                    {
                        sprite.randomFrame();
                        sprite.drawFrame();
                        stamp(sprite, destinationX, destinationY);
                    }
                    destinationX += (int)spriteWidth;
                    column++;
                }
                destinationY += (int)spriteHeight;
                row++;
            }

            return this;
        }