Esempio n. 1
0
        //public void BuildRandomMap(int mapWidth, int mapHeight)
        //{
        //  var rand = new Random();

        //  //WorldDetails.WordWidthInPixles = mapWidth * (int)WorldDetails.ScaledUnitSize;
        //  //WorldDetails.WordHeightInPixles = mapHeight * (int)WorldDetails.ScaledUnitSize;

        //  int[] tiles = new int[mapWidth * mapHeight];
        //  Tile[] tileData = new Tile[mapWidth * mapHeight];

        //  for (int i = 0; i < tiles.Length; i++)
        //  {
        //    if (rand.Next() % 5 != 0)
        //    {
        //      tiles[i] = 0;
        //      tileData[i] = new Tile { IsVisable = false, SpriteTile = 0 };
        //    }
        //    else
        //    {

        //      tiles[i] = 40;
        //      tileData[i] = new Tile { IsVisable = true, SpriteTile = 40 };
        //    }
        //  }

        //  _map = new BasicMap
        //  {
        //    Data = tiles,
        //    Width = mapWidth,
        //    Height = mapHeight,
        //    TileData = tileData
        //  };

        //}

        public void BuildRandom2DMap(int mapWidth, int mapHeight)
        {
            var rand = new Random();

            //WorldDetails.WordWidthInPixles = mapWidth * (int)WorldDetails.ScaledUnitSize;
            //WorldDetails.WordHeightInPixles = mapHeight * (int)WorldDetails.ScaledUnitSize;

            int[] tiles = new int[mapWidth * mapHeight];
            Tile[,] tileData = new Tile[mapWidth, mapHeight];

            for (int i = 0; i < tileData.GetUpperBound(0); i++)
            {
                for (int j = 0; j < tileData.GetUpperBound(1); j++)
                {
                    if (rand.Next() % 133 != 0)
                    {
                        //tiles[i] = 0;
                        tileData[i, j] = new Tile {
                            IsVisable = false, SpriteTile = 0, Position = new Vector2(i, j)
                        };
                    }
                    else
                    {
                        //tiles[i] = 40;
                        tileData[i, j] = new Tile {
                            IsVisable = true, SpriteTile = 40, Position = new Vector2(i, j)
                        };
                    }
                }
            }

            _map = new BasicMap
            {
                Data     = tiles,
                Width    = mapWidth,
                Height   = mapHeight,
                TileData = tileData
            };
        }
Esempio n. 2
0
        public static void UpdatePosition(Vector2 pos, BasicMap map)
        {
            Vector2 topLeft    = new Vector2((pos.X + 0) / WU, (pos.Y + 0) / WU);
            Vector2 middleLeft = new Vector2((pos.X + 0) / WU, (pos.Y + 4) / WU);
            Vector2 bottomLeft = new Vector2((pos.X + 0) / WU, (pos.Y + 8) / WU);

            Vector2 topMiddle    = new Vector2((pos.X + 4) / WU, (pos.Y + 0) / WU);
            Vector2 center       = new Vector2((pos.X + 4) / WU, (pos.Y + 4) / WU);
            Vector2 bottomMiddle = new Vector2((pos.X + 4) / WU, (pos.Y + 8) / WU);

            Vector2 topRight    = new Vector2((pos.X + 8) / WU, (pos.Y + 0) / WU);
            Vector2 middleRight = new Vector2((pos.X + 8) / WU, (pos.Y + 4) / WU);
            Vector2 bottomRight = new Vector2((pos.X + 8) / WU, (pos.Y + 8) / WU);



            //Vector2 nextOriginBlock = new Vector2(pos.X / WU * BasicCamera.Zoom, pos.Y / WU * BasicCamera.Zoom);

            //if (

            //  map.TileData[(int)nextOriginBlock.X, (int)nextOriginBlock.Y].SpriteTile == 0 &&

            //  map.TileData[(int)nextOriginBlock.X + 1, (int)nextOriginBlock.Y].SpriteTile == 0 &&

            //  map.TileData[(int)nextOriginBlock.X - 1, (int)nextOriginBlock.Y].SpriteTile == 0 &&

            //  map.TileData[(int)nextOriginBlock.X, (int)nextOriginBlock.Y + 1].SpriteTile == 0 &&

            //  map.TileData[(int)nextOriginBlock.X, (int)nextOriginBlock.Y - 1].SpriteTile == 0 &&

            //  map.TileData[(int)nextOriginBlock.X + 1, (int)nextOriginBlock.Y + 1].SpriteTile == 0 &&

            //  map.TileData[(int)nextOriginBlock.X - 1, (int)nextOriginBlock.Y - 1].SpriteTile == 0 &&

            //  map.TileData[(int)nextOriginBlock.X + 1, (int)nextOriginBlock.Y - 1].SpriteTile == 0 &&

            //  map.TileData[(int)nextOriginBlock.X - 1, (int)nextOriginBlock.Y + 1].SpriteTile == 0
            //  )
            //{
            //  position = pos;
            //}



            Vector2 tilePos = map.TileData[(int)topLeft.X, (int)topLeft.Y].Position * WU;
            Vector2 overlap = pos - tilePos;

            Console.WriteLine();
            Console.WriteLine(tilePos.ToString());
            Console.WriteLine(pos.ToString());
            Console.WriteLine(overlap);
            Console.WriteLine();

            if (pos.X > position.X)
            {
                // Get all collidable tiles to the right of player

                // check for right side tile collisions
                bool collidedRight = false;

                if (map.TileData[(int)topRight.X, (int)topRight.Y].SpriteTile == 40)
                {
                    // do per pixel check
                    // get tile overlap
                    // set collidedRight
                    //collidedRight = true;
                }

                if (!collidedRight)
                {
                    if (map.TileData[(int)bottomRight.X, (int)bottomRight.Y].SpriteTile == 40)
                    {
                        // do per pixel check
                        // set collidedRight
                        //collidedRight = true;
                    }
                }

                if (!collidedRight)
                {
                    position.X = pos.X;
                }
            }
            // player moving left
            else if (pos.X < position.X)
            {
                // check for right side tile collisions
                bool collidedLeft = false;

                if (map.TileData[(int)topLeft.X, (int)topLeft.Y].SpriteTile == 40)
                {
                    // create new color arrays
                    Color[,] tileOverlap = new Color[(int)overlap.X, (int)overlap.Y];
                    int i = 0;
                    int j = 0;
                    for (int x = (int)overlap.X; x < WU; x++)
                    {
                        for (int y = (int)overlap.Y; y < WU; y++)
                        {
                            tileOverlap[i, j] = BasicMap.TileColorArray[x, y];
                            j++;
                        }
                        i++;
                    }



                    ;
                    //collidedLeft = true;
                }

                if (!collidedLeft)
                {
                    if (map.TileData[(int)bottomLeft.X, (int)bottomLeft.Y].SpriteTile == 40)
                    {
                        // do per pixel check
                        // set collidedLeft
                    }
                }

                if (!collidedLeft)
                {
                    position.X = pos.X;
                }
            }


            if (pos.Y > position.Y)
            {
                // check for right side tile collisions
                bool collidedBottom = false;

                if (map.TileData[(int)bottomRight.X, (int)bottomRight.Y].SpriteTile == 40)
                {
                    // do per pixel check
                    // get tile overlap
                    // set collidedRight
                    //collidedBottom = true;
                }

                if (!collidedBottom)
                {
                    if (map.TileData[(int)bottomLeft.X, (int)bottomLeft.Y].SpriteTile == 40)
                    {
                        // do per pixel check
                        // set collidedRight
                        //collidedBottom = true;
                    }
                }

                if (!collidedBottom)
                {
                    position.Y = pos.Y;
                }
            }
            // player moving left
            else if (pos.Y < position.Y)
            {
                // check for right side tile collisions
                bool collidedTop = false;

                if (map.TileData[(int)topRight.X, (int)topRight.Y].SpriteTile == 40)
                {
                    // do per pixel check
                    // set collidedLeft
                    //collidedTop = true;
                }

                if (!collidedTop)
                {
                    if (map.TileData[(int)topLeft.X, (int)topLeft.Y].SpriteTile == 40)
                    {
                        // do per pixel check
                        // set collidedLeft
                        //collidedTop = true;
                    }
                }

                if (!collidedTop)
                {
                    position.Y = pos.Y;
                }
            }
        }