コード例 #1
0
ファイル: Manager.cs プロジェクト: sc2ad/CelesteBot
        public static bool IsTile(Vector2 tile)
        {
            Level      celesteLevel = Celeste.Celeste.Scene as Level;
            SolidTiles tiles        = celesteLevel.SolidTiles;

            MTexture[,] tileArray = tiles.Tiles.Tiles.ToArray();
            return(tileArray[(int)tile.X, (int)tile.Y] != null);
        }
コード例 #2
0
ファイル: Movement.cs プロジェクト: Snaquaza/Pokemon
    // Use this for initialization
    void Start()
    {
        locX       = (int)transform.position.x;
        locY       = (int)(transform.position.y - 1);
        startX     = locX;
        startY     = locY;
        currentDir = startDir;

        eventHandler     = GetComponent <EventHandler>();
        animationHandler = GetComponent <AnimationHandler>();
        tiles            = grid.GetComponent <SolidTiles>();
        barriers         = grid.GetComponent <Barriers>();
        entities         = grid.GetComponent <Entities>();

        UpdateEntities();
    }
コード例 #3
0
ファイル: Manager.cs プロジェクト: sc2ad/CelesteBot
        public static void PutEntitiesToFile()
        {
            Level      celesteLevel = Celeste.Celeste.Scene as Level;
            SolidTiles tiles        = celesteLevel.SolidTiles;

            string readableTextures = "Center of all tiles (?): " + tiles.Center + "\n";

            try
            {
                readableTextures += "Tile(s?) are at Position: " + tiles.Tiles.Position + " with tile (w, h): (" + tiles.Tiles.TileWidth + ", " + tiles.Tiles.TileHeight + ")\n";
                System.Collections.Generic.IEnumerator <Component> enummer = tiles.GetEnumerator();
                enummer.Reset();
                for (int i = 0; i < 100000; i++)
                {
                    enummer.MoveNext();
                    readableTextures += "Texture (?) at Position: " + enummer.Current.Entity.Position + " and Center: " + enummer.Current.Entity.Center + " has tag: " + enummer.Current.Entity.Tag + "\n";
                }
            }
            catch (Exception)
            {
                readableTextures += "Enummer has completed!";
            }

            /*
             * MTexture[,] textures = tiles.Tiles.Tiles.ToArray();
             * string readableTextures = "";
             * for (int i = 0; i < textures.Length; i++)
             * {
             *  for (int j = 0; j < textures.Length; j++)
             *  {
             *      try
             *      {
             *          readableTextures += "Texture at: " + textures[i, j].Center + " looks like (as a string): " + textures[i, j].ToString() + "\n";
             *      } catch (IndexOutOfRangeException e)
             *      {
             *          readableTextures += "Texture at index: (" + i + ", " + j + ") is out of bounds!\n";
             *      }
             *  }
             *
             * }
             */
            string text = tiles.Tiles.ToString() + "\n";

            text += tiles.Tiles.Tiles.GetSegment(1, 1).ToString() + "\n";
            text += tiles.Tiles.Tiles.ToArray().ToString() + "\n";
            MTexture[,] tileArray = tiles.Tiles.Tiles.ToArray();
            System.Collections.IEnumerator enummer2 = tiles.Tiles.Tiles.ToArray().GetEnumerator();
            enummer2.Reset();
            string arrayText = "";

            //System.IO.File.WriteAllText(@"C:\Program Files (x86)\Steam\steamapps\common\Celeste\tiles.txt", text);
            System.IO.File.WriteAllText(@"C:\Program Files (x86)\Steam\steamapps\common\Celeste\readableTextures.txt", readableTextures);
            //System.IO.File.WriteAllText(@"C:\Program Files (x86)\Steam\steamapps\common\Celeste\textures.txt", arrayText);

            EntityList entities = Celeste.Celeste.Scene.Entities;/*Tracker.GetEntities<Entity>();*/

            Vector2 tileLocationUnderPlayer = GetTileUnderPlayer();
            Vector2 tileLocationInFront     = GetTileInFrontOfPlayer();

            Player  player    = Celeste.Celeste.Scene.Tracker.GetEntity <Player>();
            Vector2 playerPos = player.Position;

            string toWrite = "Tile under player does not exist! err: " + tileLocationUnderPlayer + " with player pos: " + playerPos;

            if (IsTile(tileLocationUnderPlayer))
            {
                // This should be the tile X,Y under the player. Save to file.
                toWrite  = "Tile under player has Center: " + GetXYCenterFromTile(tileLocationUnderPlayer) + " and Tile Loc: " + tileLocationUnderPlayer;
                toWrite += "\nWith Player pos: " + playerPos;
            }

            if (IsTile(tileLocationInFront))
            {
                toWrite += "\nTile in front of player has Center: " + GetXYCenterFromTile(tileLocationInFront) + " and Tile Loc: " + tileLocationInFront;
                toWrite += "\nWith Player facing: " + (player.Facing == (Facings)1 ? "Right" : "Left");
            }
            else
            {
                toWrite += "\nTile in front of player does not exist! err: " + tileLocationInFront + " with player pos: " + playerPos + " facing: " + (player.Facing == (Facings)1 ? "Right" : "Left");
            }


            System.IO.File.WriteAllText(@"C:\Program Files (x86)\Steam\steamapps\common\Celeste\info.txt", toWrite);


            string text2        = "";
            string readableText = "";

            for (int i = 0; i < entities.Count; i++)
            {
                text         += entities[i].ToString() + "\n";
                readableText += "Entity at Position: " + entities[i].Position + " and Center: " + entities[i].Center + " has tag: " + entities[i].Tag + "\n";
            }
            System.IO.File.WriteAllText(@"C:\Program Files (x86)\Steam\steamapps\common\Celeste\entities.txt", text2);
            System.IO.File.WriteAllText(@"C:\Program Files (x86)\Steam\steamapps\common\Celeste\readableEntities.txt", readableText);
        }
コード例 #4
0
        private static void LevelLoader_LoadingThread(On.Celeste.LevelLoader.orig_LoadingThread orig, LevelLoader self)
        {
            orig(self);
            MapData mapData = self.Level.Session.MapData;

            var controllers = from level in mapData.Levels
                              from entity in level.Entities
                              where entity.Name == "FancyTileEntities/TileSeedController"
                              select new { entity, level };

            Rectangle       mapTileBounds = mapData.TileBounds;
            SolidTiles      fgTiles       = self.Level.SolidTiles;
            BackgroundTiles bgTiles       = self.Level.BgTiles;

            Regex regex = new Regex("\\r\\n|\\n\\r|\\n|\\r");

            Autotiler.Behaviour behaviour = new Autotiler.Behaviour {
                EdgesExtend             = true,
                EdgesIgnoreOutOfLevel   = false,
                PaddingIgnoreOutOfLevel = true
            };

            foreach (var controller in controllers)
            {
                EntityData data  = controller.entity;
                LevelData  level = controller.level;

                int randomSeed = data.Int("randomSeed", 42);

                Rectangle bounds     = level.TileBounds;
                Rectangle tileBounds = self.Level.Session.MapData.TileBounds;

                if (data.Bool("fg", true))
                {
                    VirtualMap <char> map = new VirtualMap <char>(bounds.Width, bounds.Height, '0');

                    string[] array = regex.Split(level.Solids);
                    for (int y = 0; y < array.Length; y++)
                    {
                        for (int x = 0; x < array[y].Length; x++)
                        {
                            map[x, y] = array[y][x];
                        }
                    }

                    Calc.PushRandom(randomSeed);
                    Autotiler.Generated gen = Extensions.GenerateOverlay(GFX.FGAutotiler, map, bounds.X - tileBounds.Left, bounds.Y - tileBounds.Top, self.Level.SolidsData, behaviour);
                    Calc.PopRandom();

                    int left = bounds.Left;
                    int top  = bounds.Top;
                    for (int y = top; y < top + array.Length; y++)
                    {
                        for (int x = left; x < left + array[y - top].Length; x++)
                        {
                            fgTiles.Tiles.Tiles[x - mapTileBounds.Left, y - mapTileBounds.Top] = gen.TileGrid.Tiles[x - left, y - top];
                        }
                    }
                }

                if (data.Bool("bg", true))
                {
                    VirtualMap <char> map = new VirtualMap <char>(bounds.Width, bounds.Height, '0');

                    string[] array = regex.Split(level.Bg);
                    for (int y = 0; y < array.Length; y++)
                    {
                        for (int x = 0; x < array[y].Length; x++)
                        {
                            map[x, y] = array[y][x];
                        }
                    }

                    Calc.PushRandom(randomSeed);
                    Autotiler.Generated gen = Extensions.GenerateOverlay(GFX.BGAutotiler, map, bounds.X - tileBounds.Left, bounds.Y - tileBounds.Top, self.Level.BgData, behaviour);
                    Calc.PopRandom();

                    int left = bounds.Left;
                    int top  = bounds.Top;
                    for (int y = top; y < top + array.Length; y++)
                    {
                        for (int x = left; x < left + array[y - top].Length; x++)
                        {
                            bgTiles.Tiles.Tiles[x - mapTileBounds.Left, y - mapTileBounds.Top] = gen.TileGrid.Tiles[x - left, y - top];
                        }
                    }
                }
            }
        }
コード例 #5
0
ファイル: LevelLoader.cs プロジェクト: david-reborn/Celeste
        //加载关卡数据
        private void LoadingThread()
        {
            //MapData表示整个地图的数据
            MapData mapData = this.session.MapData;

            AreaData areaData = AreaData.Get(this.session.Area.ID);

            //if (this.session.Area.ID == 0)
            //    SaveData.Instance.Assists.DashMode = Assists.DashModes.Normal;
            //this.Level.Add((Monocle.Renderer)(this.Level.Background = new BackdropRenderer()));
            //this.Level.Add((Entity)new DustEdges());
            //this.Level.Add((Entity)new WaterSurface());
            //this.Level.Add((Entity)new MirrorSurfaces());
            //this.Level.Add((Entity)new GlassBlockBg());
            //this.Level.Add((Entity)new LightningRenderer());
            //this.Level.Add((Entity)new SeekerBarrierRenderer());
            this.Level.Background           = new BackdropRenderer();
            this.Level.BackgroundColor      = mapData.BackgroundColor;
            this.Level.Background.Backdrops = mapData.CreateBackdrops(mapData.Background);
            foreach (Backdrop backdrop in this.Level.Background.Backdrops)
            {
                backdrop.Renderer = this.Level.Background;
            }
            //加载前景地图
            //this.Level.Foreground.Backdrops = mapData.CreateBackdrops(mapData.Foreground);
            //foreach (Backdrop backdrop in this.Level.Foreground.Backdrops)
            //{
            //    backdrop.Renderer = this.Level.Foreground;
            //}

            Rectangle tileBounds1 = mapData.TileBounds;

            Gfx.FGAutotiler.LevelBounds.Clear();
            VirtualMap <char> data1      = new VirtualMap <char>(tileBounds1.Width, tileBounds1.Height, '0');
            VirtualMap <char> data2      = new VirtualMap <char>(tileBounds1.Width, tileBounds1.Height, '0');
            VirtualMap <bool> virtualMap = new VirtualMap <bool>(tileBounds1.Width, tileBounds1.Height, false);
            Regex             regex      = new Regex("\\r\\n|\\n\\r|\\n|\\r");

            foreach (LevelData level in mapData.Levels)
            {
                Rectangle tileBounds2 = level.TileBounds;
                int       left1       = tileBounds2.Left;
                tileBounds2 = level.TileBounds;
                int      top1      = tileBounds2.Top;
                string[] strArray1 = regex.Split(level.Bg);
                for (int index1 = top1; index1 < top1 + strArray1.Length; ++index1)
                {
                    for (int index2 = left1; index2 < left1 + strArray1[index1 - top1].Length; ++index2)
                    {
                        data1[index2 - tileBounds1.X, index1 - tileBounds1.Y] = strArray1[index1 - top1][index2 - left1];
                    }
                }

                string[] strArray2 = regex.Split(level.Solids);
                for (int index1 = top1; index1 < top1 + strArray2.Length; ++index1)
                {
                    for (int index2 = left1; index2 < left1 + strArray2[index1 - top1].Length; ++index2)
                    {
                        data2[index2 - tileBounds1.X, index1 - tileBounds1.Y] = strArray2[index1 - top1][index2 - left1];
                    }
                }
                tileBounds2 = level.TileBounds;
                int left2 = tileBounds2.Left;
                while (true)
                {
                    int num1 = left2;
                    tileBounds2 = level.TileBounds;
                    int right = tileBounds2.Right;
                    if (num1 < right)
                    {
                        tileBounds2 = level.TileBounds;
                        int top2 = tileBounds2.Top;
                        while (true)
                        {
                            int num2 = top2;
                            tileBounds2 = level.TileBounds;
                            int bottom = tileBounds2.Bottom;
                            if (num2 < bottom)
                            {
                                virtualMap[left2 - tileBounds1.Left, top2 - tileBounds1.Top] = true;
                                ++top2;
                            }
                            else
                            {
                                break;
                            }
                        }
                        ++left2;
                    }
                    else
                    {
                        break;
                    }
                }
                Gfx.FGAutotiler.LevelBounds.Add(new Rectangle(level.TileBounds.X - tileBounds1.X, level.TileBounds.Y - tileBounds1.Y, level.TileBounds.Width, level.TileBounds.Height));
            }

            foreach (Rectangle rectangle in mapData.Filler)
            {
                for (int left = rectangle.Left; left < rectangle.Right; ++left)
                {
                    for (int top = rectangle.Top; top < rectangle.Bottom; ++top)
                    {
                        char ch1 = '0';
                        if (rectangle.Top - tileBounds1.Y > 0)
                        {
                            char ch2 = data2[left - tileBounds1.X, rectangle.Top - tileBounds1.Y - 1];
                            if (ch2 != '0')
                            {
                                ch1 = ch2;
                            }
                        }
                        if (ch1 == '0' && rectangle.Left - tileBounds1.X > 0)
                        {
                            char ch2 = data2[rectangle.Left - tileBounds1.X - 1, top - tileBounds1.Y];
                            if (ch2 != '0')
                            {
                                ch1 = ch2;
                            }
                        }
                        if (ch1 == '0' && rectangle.Right - tileBounds1.X < tileBounds1.Width - 1)
                        {
                            char ch2 = data2[rectangle.Right - tileBounds1.X, top - tileBounds1.Y];
                            if (ch2 != '0')
                            {
                                ch1 = ch2;
                            }
                        }
                        if (ch1 == '0' && rectangle.Bottom - tileBounds1.Y < tileBounds1.Height - 1)
                        {
                            char ch2 = data2[left - tileBounds1.X, rectangle.Bottom - tileBounds1.Y];
                            if (ch2 != '0')
                            {
                                ch1 = ch2;
                            }
                        }
                        if (ch1 == '0')
                        {
                            ch1 = '1';
                        }
                        data2[left - tileBounds1.X, top - tileBounds1.Y]      = ch1;
                        virtualMap[left - tileBounds1.X, top - tileBounds1.Y] = true;
                    }
                }
            }
            using (List <LevelData> .Enumerator enumerator = mapData.Levels.GetEnumerator())
            {
label_85:
                while (enumerator.MoveNext())
                {
                    LevelData current     = enumerator.Current;
                    Rectangle tileBounds2 = current.TileBounds;
                    int       left1       = tileBounds2.Left;
                    while (true)
                    {
                        int num1 = left1;
                        tileBounds2 = current.TileBounds;
                        int right = tileBounds2.Right;
                        if (num1 < right)
                        {
                            tileBounds2 = current.TileBounds;
                            int  top = tileBounds2.Top;
                            char ch1 = data1[left1 - tileBounds1.X, top - tileBounds1.Y];
                            for (int index = 1; index < 4 && !virtualMap[left1 - tileBounds1.X, top - tileBounds1.Y - index]; ++index)
                            {
                                data1[left1 - tileBounds1.X, top - tileBounds1.Y - index] = ch1;
                            }
                            tileBounds2 = current.TileBounds;
                            int  num2 = tileBounds2.Bottom - 1;
                            char ch2  = data1[left1 - tileBounds1.X, num2 - tileBounds1.Y];
                            for (int index = 1; index < 4 && !virtualMap[left1 - tileBounds1.X, num2 - tileBounds1.Y + index]; ++index)
                            {
                                data1[left1 - tileBounds1.X, num2 - tileBounds1.Y + index] = ch2;
                            }
                            ++left1;
                        }
                        else
                        {
                            break;
                        }
                    }
                    tileBounds2 = current.TileBounds;
                    int num3 = tileBounds2.Top - 4;
                    while (true)
                    {
                        int num1 = num3;
                        tileBounds2 = current.TileBounds;
                        int num2 = tileBounds2.Bottom + 4;
                        if (num1 < num2)
                        {
                            tileBounds2 = current.TileBounds;
                            int  left2 = tileBounds2.Left;
                            char ch1   = data1[left2 - tileBounds1.X, num3 - tileBounds1.Y];
                            for (int index = 1; index < 4 && !virtualMap[left2 - tileBounds1.X - index, num3 - tileBounds1.Y]; ++index)
                            {
                                data1[left2 - tileBounds1.X - index, num3 - tileBounds1.Y] = ch1;
                            }
                            tileBounds2 = current.TileBounds;
                            int  num4 = tileBounds2.Right - 1;
                            char ch2  = data1[num4 - tileBounds1.X, num3 - tileBounds1.Y];
                            for (int index = 1; index < 4 && !virtualMap[num4 - tileBounds1.X + index, num3 - tileBounds1.Y]; ++index)
                            {
                                data1[num4 - tileBounds1.X + index, num3 - tileBounds1.Y] = ch2;
                            }
                            ++num3;
                        }
                        else
                        {
                            goto label_85;
                        }
                    }
                }
            }
            using (List <LevelData> .Enumerator enumerator = mapData.Levels.GetEnumerator())
            {
label_100:
                while (enumerator.MoveNext())
                {
                    LevelData current     = enumerator.Current;
                    Rectangle tileBounds2 = current.TileBounds;
                    int       left        = tileBounds2.Left;
                    while (true)
                    {
                        int num1 = left;
                        tileBounds2 = current.TileBounds;
                        int right = tileBounds2.Right;
                        if (num1 < right)
                        {
                            tileBounds2 = current.TileBounds;
                            int top = tileBounds2.Top;
                            if (data2[left - tileBounds1.X, top - tileBounds1.Y] == '0')
                            {
                                for (int index = 1; index < 8; ++index)
                                {
                                    virtualMap[left - tileBounds1.X, top - tileBounds1.Y - index] = true;
                                }
                            }
                            tileBounds2 = current.TileBounds;
                            int num2 = tileBounds2.Bottom - 1;
                            if (data2[left - tileBounds1.X, num2 - tileBounds1.Y] == '0')
                            {
                                for (int index = 1; index < 8; ++index)
                                {
                                    virtualMap[left - tileBounds1.X, num2 - tileBounds1.Y + index] = true;
                                }
                            }
                            ++left;
                        }
                        else
                        {
                            goto label_100;
                        }
                    }
                }
            }
            using (List <LevelData> .Enumerator enumerator = mapData.Levels.GetEnumerator())
            {
label_122:
                while (enumerator.MoveNext())
                {
                    LevelData current     = enumerator.Current;
                    Rectangle tileBounds2 = current.TileBounds;
                    int       left1       = tileBounds2.Left;
                    while (true)
                    {
                        int num1 = left1;
                        tileBounds2 = current.TileBounds;
                        int right = tileBounds2.Right;
                        if (num1 < right)
                        {
                            tileBounds2 = current.TileBounds;
                            int  top = tileBounds2.Top;
                            char ch1 = data2[left1 - tileBounds1.X, top - tileBounds1.Y];
                            for (int index = 1; index < 4 && !virtualMap[left1 - tileBounds1.X, top - tileBounds1.Y - index]; ++index)
                            {
                                data2[left1 - tileBounds1.X, top - tileBounds1.Y - index] = ch1;
                            }
                            tileBounds2 = current.TileBounds;
                            int  num2 = tileBounds2.Bottom - 1;
                            char ch2  = data2[left1 - tileBounds1.X, num2 - tileBounds1.Y];
                            for (int index = 1; index < 4 && !virtualMap[left1 - tileBounds1.X, num2 - tileBounds1.Y + index]; ++index)
                            {
                                data2[left1 - tileBounds1.X, num2 - tileBounds1.Y + index] = ch2;
                            }
                            ++left1;
                        }
                        else
                        {
                            break;
                        }
                    }
                    tileBounds2 = current.TileBounds;
                    int num3 = tileBounds2.Top - 4;
                    while (true)
                    {
                        int num1 = num3;
                        tileBounds2 = current.TileBounds;
                        int num2 = tileBounds2.Bottom + 4;
                        if (num1 < num2)
                        {
                            tileBounds2 = current.TileBounds;
                            int  left2 = tileBounds2.Left;
                            char ch1   = data2[left2 - tileBounds1.X, num3 - tileBounds1.Y];
                            for (int index = 1; index < 4 && !virtualMap[left2 - tileBounds1.X - index, num3 - tileBounds1.Y]; ++index)
                            {
                                data2[left2 - tileBounds1.X - index, num3 - tileBounds1.Y] = ch1;
                            }
                            tileBounds2 = current.TileBounds;
                            int  num4 = tileBounds2.Right - 1;
                            char ch2  = data2[num4 - tileBounds1.X, num3 - tileBounds1.Y];
                            for (int index = 1; index < 4 && !virtualMap[num4 - tileBounds1.X + index, num3 - tileBounds1.Y]; ++index)
                            {
                                data2[num4 - tileBounds1.X + index, num3 - tileBounds1.Y] = ch2;
                            }
                            ++num3;
                        }
                        else
                        {
                            goto label_122;
                        }
                    }
                }
            }
            Vector2 position = new Vector2((float)tileBounds1.X, (float)tileBounds1.Y) * 8f;

            RandomUtil.PushRandom(mapData.LoadSeed);
            Level           level1 = this.Level;
            Level           level2 = this.Level;
            BackgroundTiles backgroundTiles1;
            BackgroundTiles backgroundTiles2 = backgroundTiles1 = new BackgroundTiles(position, data1);

            //BackgroundTiles backgroundTiles3 = backgroundTiles1;
            level2.BgTiles = backgroundTiles1;
            //BackgroundTiles backgroundTiles4 = backgroundTiles3;
            //level2.BgTiles = backgroundTiles4;
            //level1.Add((Entity)backgroundTiles4);
            //Level level3 = this.Level;
            //Level level4 = this.Level;
            solidTiles = new SolidTiles(position, data2);
            //level3.Add((Entity)solidTiles4);
            //this.Level.BgData = data1;
            //this.Level.SolidsData = data2;
            RandomUtil.PopRandom();
            //this.Level.FgTilesLightMask = new TileGrid(8, 8, tileBounds1.Width, tileBounds1.Height);
            //this.Level.FgTilesLightMask.Color = Color.black;
            //foreach (LevelData level5 in mapData.Levels)
            //{
            //    int left = level5.TileBounds.Left;
            //    int top = level5.TileBounds.Top;
            //    int width = level5.TileBounds.Width;
            //    int height = level5.TileBounds.Height;
            //    if (!string.IsNullOrEmpty(level5.BgTiles))
            //    {
            //        int[,] tiles = Util.ReadCSVIntGrid(level5.BgTiles, width, height);
            //        backgroundTiles2.Tiles.Overlay(Gfx.SceneryTiles, tiles, left - tileBounds1.X, top - tileBounds1.Y);
            //    }
            //    if (!string.IsNullOrEmpty(level5.FgTiles))
            //    {
            //        int[,] tiles = Util.ReadCSVIntGrid(level5.FgTiles, width, height);
            //        solidTiles.Tiles.Overlay(Gfx.SceneryTiles, tiles, left - tileBounds1.X, top - tileBounds1.Y);
            //        this.Level.FgTilesLightMask.Overlay(Gfx.SceneryTiles, tiles, left - tileBounds1.X, top - tileBounds1.Y);
            //    }
            //}
            //if (areaData.OnLevelBegin != null)
            //    areaData.OnLevelBegin(this.Level);
            //this.Level.StartPosition = this.startPosition;
            //this.Level.Pathfinder = new Pathfinder(this.Level);
            //this.Loaded = true;
        }