public CPos ViewToWorld(int2 view) { var world = worldRenderer.Viewport.ViewToWorldPx(view); var map = worldRenderer.World.Map; var ts = Game.ModData.Manifest.TileSize; var candidates = CandidateMouseoverCells(world); var tileSet = worldRenderer.World.TileSet; foreach (var uv in candidates) { // Coarse filter to nearby cells var p = map.CenterOfCell(uv.ToCPos(map.TileShape)); var s = worldRenderer.ScreenPxPosition(p); if (Math.Abs(s.X - world.X) <= ts.Width && Math.Abs(s.Y - world.Y) <= ts.Height) { var ramp = 0; if (map.Contains(uv)) { var tile = map.MapTiles.Value[uv]; var ti = tileSet.GetTileInfo(tile); if (ti != null) { ramp = ti.RampType; } } var corners = map.CellCorners[ramp]; var pos = map.CenterOfCell(uv.ToCPos(map)); var screen = corners.Select(c => worldRenderer.ScreenPxPosition(pos + c)).ToArray(); if (screen.PolygonContains(world)) { return(uv.ToCPos(map)); } } } // Mouse is not directly over a cell (perhaps on a cliff) // Try and find the closest cell if (candidates.Any()) { return(candidates.OrderBy(uv => { var p = map.CenterOfCell(uv.ToCPos(map.TileShape)); var s = worldRenderer.ScreenPxPosition(p); var dx = Math.Abs(s.X - world.X); var dy = Math.Abs(s.Y - world.Y); return dx * dx + dy * dy; }).First().ToCPos(map)); } // Something is very wrong, but lets return something that isn't completely bogus and hope the caller can recover return(worldRenderer.World.Map.CellContaining(worldRenderer.ProjectedPosition(ViewToWorldPx(view)))); }
public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr) { var pos = wr.ScreenPxPosition(self.CenterPosition); var bounds = self.Bounds; bounds.Offset(pos.X, pos.Y); var spaceBuffer = (int)(10 / wr.Viewport.Zoom); var effectPos = wr.ProjectedPosition(new int2(pos.X, bounds.Y - spaceBuffer)); yield return new TextRenderable(font, effectPos, 0, color, name); }
public CPos ViewToWorld(int2 view) { var world = worldRenderer.Viewport.ViewToWorldPx(view); var map = worldRenderer.World.Map; var candidates = CandidateMouseoverCells(world).ToList(); foreach (var uv in candidates) { // Coarse filter to nearby cells var p = map.CenterOfCell(uv.ToCPos(map.Grid.Type)); var s = worldRenderer.ScreenPxPosition(p); if (Math.Abs(s.X - world.X) <= tileSize.Width && Math.Abs(s.Y - world.Y) <= tileSize.Height) { var ramp = map.Grid.Ramps[map.Ramp.Contains(uv) ? map.Ramp[uv] : 0]; var pos = map.CenterOfCell(uv.ToCPos(map)) - new WVec(0, 0, ramp.CenterHeightOffset); var screen = ramp.Corners.Select(c => worldRenderer.ScreenPxPosition(pos + c)).ToArray(); if (screen.PolygonContains(world)) { return(uv.ToCPos(map)); } } } // Mouse is not directly over a cell (perhaps on a cliff) // Try and find the closest cell if (candidates.Count > 0) { return(candidates.MinBy(uv => { var p = map.CenterOfCell(uv.ToCPos(map.Grid.Type)); var s = worldRenderer.ScreenPxPosition(p); var dx = Math.Abs(s.X - world.X); var dy = Math.Abs(s.Y - world.Y); return dx * dx + dy * dy; }).ToCPos(map)); } // Something is very wrong, but lets return something that isn't completely bogus and hope the caller can recover return(worldRenderer.World.Map.CellContaining(worldRenderer.ProjectedPosition(ViewToWorldPx(view)))); }
static IEnumerable<IFinalizedRenderable> DrawZap(WorldRenderer wr, float2 from, float2 to, ISpriteSequence s, out float2 p, string palette) { var dist = to - from; var q = new float2(-dist.Y, dist.X); var c = -float2.Dot(from, q); var rs = new List<IFinalizedRenderable>(); var z = from; var pal = wr.Palette(palette); while ((to - z).X > 5 || (to - z).X < -5 || (to - z).Y > 5 || (to - z).Y < -5) { var step = steps.Where(t => (to - (z + new float2(t[0], t[1]))).LengthSquared < (to - z).LengthSquared) .MinBy(t => Math.Abs(float2.Dot(z + new float2(t[0], t[1]), q) + c)); var pos = wr.ProjectedPosition((z + new float2(step[2], step[3])).ToInt2()); rs.Add(new SpriteRenderable(s.GetSprite(step[4]), pos, WVec.Zero, 0, pal, 1f, true).PrepareRender(wr)); z += new float2(step[0], step[1]); if (rs.Count >= 1000) break; } p = z; return rs; }