Inheritance: ITmxElement
コード例 #1
0
        private void CreateBody(TmxObject tmxObj, Vector2 offset)
        {
            Vector2 position = ConvertUnits.ToSimUnits(new Vector2((float)tmxObj.X, (float)tmxObj.Y));
            position += ConvertUnits.ToSimUnits(offset);
            switch (tmxObj.ObjectType)
            {
                case TmxObjectType.Basic:
                case TmxObjectType.Tile:
                case TmxObjectType.Ellipse:
                    {
                        //convert position from top right to center
                        Vector2 size = ConvertUnits.ToSimUnits(new Vector2((float)tmxObj.Width, (float)tmxObj.Height));
                        position += new Vector2(size.X / 2, size.Y / 2);
                        ULoffset = new Vector2(-1 * size.X / 2, -1 * size.Y / 2);
                        break;
                    }
                default:
                    {
                        ULoffset = Vector2.Zero;
                        break;
                    }
            }

            body = new Body(world, position);

            foreach (var property in DefaultBodyProperties)
            {
                string value;
                tmxObj.Properties.TryGetValue(property, out value);
                // allow null elements to act as a flag to set default values
                SetProperty(property, value, body);
            }
        }
コード例 #2
0
ファイル: ItemObject.cs プロジェクト: guipaz/stryfe-rpg
 public ItemObject(TmxObject obj, Tileset tileset) : base(obj, tileset)
 {
     if (ScriptId == -1)
     {
         Item = Global.GetItem(int.Parse(obj.Properties["item"]));
         Quantity = obj.Properties.ContainsKey("quantity") ? int.Parse(obj.Properties["quantity"]) : 1;
     }
 }
コード例 #3
0
ファイル: NPC.cs プロジェクト: guipaz/stryfe-rpg
        public NPC(TmxObject obj, Tileset tileset, string mapName) : base(obj, tileset, mapName)
        {
            Sheet = new SpriteSheet(TextureId, tileset);
            DialogId = obj.Properties.ContainsKey("dialog") ? int.Parse(obj.Properties["dialog"]) : -1;

            if (TextureId == Sheet.GidUp)
                Direction = FacingDirection.Up;
            else if (TextureId == Sheet.GidLeft)
                Direction = FacingDirection.Left;
            else if (TextureId == Sheet.GidRight)
                Direction = FacingDirection.Right;
            else
                Direction = FacingDirection.Down;

            DefaultDirection = Direction;
        }
コード例 #4
0
ファイル: MapObject.cs プロジェクト: guipaz/stryfe-rpg
        public MapObject(TmxObject obj, Tileset tileset, string mapName = "")
        {
            // Name
            Name = obj.Name != null ? obj.Name : "NoName";

            // Identifier used for ObjectInfo instance
            Identifier = String.Format("{0}_{1}_{2}", obj.Id, mapName, Name).Replace(" ", string.Empty);

            // ObjectInfo instance, holding information about the object in runtime
            SavedInformation = new ObjectInfo(Identifier);
            if (obj.Properties.ContainsKey("active"))
            {
                SavedInformation.IsActive = obj.Properties["active"] == "true" ? true : false;
            }

            // Gets the script id
            ScriptId = obj.Properties.ContainsKey("script") ? int.Parse(obj.Properties["script"]) : -1;

            // Gets the name color
            if (obj.Properties.ContainsKey("color"))
            {
                string[] rgba = obj.Properties["color"].Split(',');
                NameColor = rgba.Count() == 4 ? new Color(float.Parse(rgba[0]), float.Parse(rgba[1]), float.Parse(rgba[2]), float.Parse(rgba[3])) : Color.White;
            } else
            {
                NameColor = Color.White;
            }

            // Gets texture information
            Texture = tileset.Texture;
            TextureId = obj.Tile != null ? obj.Tile.Gid - tileset.FirstGid : -1;

            // Workaround for the Y axis when it's a tile object (instead of rectangle)
            int y = obj.ObjectType == TmxObjectType.Tile ? (int)obj.Y - 1 : (int)obj.Y;

            // Sets position
            MapPosition = new Vector2((int)obj.X / Global.TileSize, y / Global.TileSize);
            CurrentPosition = MapPosition * Global.TileSize;
            DestinationPosition = CurrentPosition;
            IsMoving = false;

            // Width and height for objects bigger than a tile
            Size = new Vector2((int)obj.Width / Global.TileSize, (int)obj.Height / Global.TileSize);
        }
コード例 #5
0
ファイル: Teleport.cs プロジェクト: guipaz/stryfe-rpg
        public Teleport(TmxObject obj, Tileset tileset) : base(obj, tileset)
        {
            string[] property = obj.Properties["teleport"].Split(',');
            Map = property[0];
            TeleportPosition = new Vector2(int.Parse(property[1]), int.Parse(property[2]));

            switch (property[3])
            {
                case "up":
                    Direction = FacingDirection.Up;
                    break;
                case "down":
                    Direction = FacingDirection.Down;
                    break;
                case "left":
                    Direction = FacingDirection.Left;
                    break;
                case "right":
                    Direction = FacingDirection.Right;
                    break;
            }
        }
コード例 #6
0
        private void CreateFixture(TmxObject tmxObj)
        {
            float density = 1f;
            string densityStr;
            tmxObj.Properties.TryGetValue("Density", out densityStr);
            if (densityStr != null)
            {
                density = float.Parse(densityStr);
            }

            // A Farseer Body's Position variable defines the CENTER of the Body, so we add half the width and height to get it to the desired location.
            switch (tmxObj.ObjectType)
            {
                case TmxObjectType.Basic:
                case TmxObjectType.Tile:
                    {
                        Vector2 size = ConvertUnits.ToSimUnits(new Vector2((float)tmxObj.Width, (float)tmxObj.Height));
                        fixture = FixtureFactory.AttachRectangle(size.X, size.Y, density, Vector2.Zero, body);
                        break;
                    }
                case TmxObjectType.Ellipse:
                    {
                        Vector2 size = ConvertUnits.ToSimUnits(new Vector2((float)tmxObj.Width, (float)tmxObj.Height));
                        if (size.X == size.Y)
                        {
                            fixture = FixtureFactory.AttachCircle(size.X / 2, density, body);
                        }
                        else
                        {
                            fixture = FixtureFactory.AttachEllipse(size.X / 2, size.Y / 2, Settings.MaxPolygonVertices, density, body);
                        }
                        break;
                    }
                case TmxObjectType.Polygon:
                    {
                        Vertices vertices = new Vertices();
                        foreach (var v in tmxObj.Points)
                        {
                            vertices.Add(ConvertUnits.ToSimUnits(new Vector2((float)v.X, (float)v.Y)));
                        }
                        List<Vertices> decomposedVertices = Triangulate.ConvexPartition(vertices, TriangulationAlgorithm.Bayazit);
                        fixtures = FixtureFactory.AttachCompoundPolygon(decomposedVertices, density, body);
                        break;
                    }
                case TmxObjectType.Polyline:
                    {
                        Vertices vertices = new Vertices();
                        foreach (var v in tmxObj.Points)
                        {
                            vertices.Add(ConvertUnits.ToSimUnits(new Vector2((float)v.X, (float)v.Y)));
                        }
                        fixture = FixtureFactory.AttachChainShape(vertices, body);
                        break;
                    }
                default:
                    {
                        throw new InvalidOperationException("TmxObjectType not recognized: " + tmxObj.ObjectType.ToString());
                    }
            }
        }
コード例 #7
0
 // Creates Farseer Fixture based on tmxObj specifications
 // Can optionally be offset from position given by tmxObj
 public FarseerFixtureComponent(TmxObject tmxObj, World world, Vector2 offset = default(Vector2))
 {
     this.world = world;
     CreateBody(tmxObj, offset);
     CreateFixture(tmxObj);
 }
コード例 #8
0
ファイル: Player.cs プロジェクト: guipaz/stryfe-rpg
 public Player(TmxObject obj, Tileset tileset) : base(obj, tileset, "")
 {
     Name = "Stryfe";
     Attributes = new AttributeSheet();
 }