/// <summary> /// /// </summary> /// <param name="scene"></param> /// <param name="skin_group"></param> public void DisplayUpdate(Scene scene, Skin[] skinGroup) { if (scene == null) { throw new ArgumentNullException("scene"); } if (skinGroup == null) { throw new ArgumentNullException("skinGroup"); } // Updates the isometric display using update rectangles // Clear the old sprite positions with the background Surface background = (Surface)skinGroup[scene.SceneType].Images[0]; //Surface subsurface; if (oldRect.Length > 0) { foreach (Rectangle clear_rect in oldRect) { //subsurface=background.CreateSurfaceFromClipRectangle(clear_rect); Surface.Blit(background, clear_rect, clear_rect); } } // Update Isometric view // Copy the scene objects Array List KLUDGY!!! Object3d[] objectGroup = new Object3d[scene.ObjectGroup.Count]; //for(int obj=0;obj<=scene.objectGroup.Count;obj++) // objectGroup[obj]=scene.objectGroup[obj]; scene.ObjectGroup.CopyTo(objectGroup, 0); oldRect = Isometric.ViewUpdate(Surface, objectGroup, skinGroup, displayOffset, oldRect); }
// Initialize public View(Surface surface, Scene scene, Skin[] skinGroup, int[] displayOffset) { //Dimensions of the window for the isotope display //view_size=(int[])surface.GetSize(); //remember the surface this.surface = surface; //offset from the top left corner of the window for the isotope display this.displayOffset = displayOffset; RedrawDisplay(scene, skinGroup); }
/// <summary> /// /// </summary> /// <param name="skin_group"></param> /// <param name="object_group"></param> /// <returns></returns> public static Sprite[] UpdateImages(Skin[] skinGroup, Object3d[] objectGroup) { /* updates all the images for every object object_group: the objects whose state will be analysed to find the right image: list of objects_3d or subclass skin_group: a list of skins which will be used to find the correct image for the objects sprite: list of skins Returns sprite_group : sprite_group: a list of sprites which hold the new images: list of sprites */ Sprite[] sprite_group = new Sprite[objectGroup.Length]; int i = 0; foreach (Object3d obj in objectGroup) { Sprite sprite = new Sprite(); sprite.Surface = skinGroup[obj.ObjectType].GetImage(obj); sprite.Rectangle = sprite.Surface.Rectangle; sprite.Surface.TransparentColor = System.Drawing.Color.White; sprite.Surface.Transparent = true; sprite_group[i] = sprite; i++; } return (sprite_group); }
public static void Run() { filePath = Path.Combine("..", ".."); string fileDirectory = "Data"; string fileName = "amp.png"; if (File.Exists(fileName)) { filePath = ""; fileDirectory = ""; } else if (File.Exists(Path.Combine(fileDirectory, fileName))) { filePath = ""; } filePath = Path.Combine(filePath, fileDirectory); // Setup the pygame display, the window caption and its icon Video.WindowIcon(); Video.WindowCaption = "SDL.NET - Isotope"; Surface surface = Video.SetVideoMode(400, 360); // Setup the two scenes of a bedroom and a lounge with Ian Curtis as the lead actor ArrayList joyWorld = new ArrayList(); Scene bedroom = new Scene(0, new ArrayList()); Scene lounge = new Scene(1, new ArrayList()); joyWorld.Add(bedroom); joyWorld.Add(lounge); // Scene 0 ObjectPortable guitar = new ObjectPortable(new int[] { 60, 0, 40 }, new int[] { 20, 12, 20 }, 3, false); bedroom.AppendObject(guitar); Object3d bed = new Object3d(new int[] { 10, 100, 0 }, new int[] { 70, 52, 28 }, 6, false); bedroom.AppendObject(bed); LeadActor ianCurtis = new LeadActor(new int[] { 90, 90, 0 }, new int[] { 14, 14, 50 }, 4, bedroom, false); bedroom.AppendObject(ianCurtis); Portal door = new Portal(new int[] { 180, 105, 0 }, new int[] { 10, 30, 56 }, 5, lounge, new int[] { 10, 115, 0 }); bedroom.AppendObject(door); DissolverRandomCreator ampFactory = new DissolverRandomCreator(new int[] { 180, 105, 60 }, new int[] { 10, 10, 10 }, 4000, bedroom, true); bedroom.AppendObject(ampFactory); // walls and floor Object3d ground = new Object3d(new int[] { -1000, -1000, -100 }, new int[] { 2000, 2000, 100 }, 4000, true); bedroom.AppendObject(ground); Object3d wall0 = new Object3d(new int[] { 180, 0, -20 }, new int[] { 20, 180, 120 }, 4000, true); bedroom.AppendObject(wall0); Object3d wall1 = new Object3d(new int[] { 0, 180, -20 }, new int[] { 180, 20, 120 }, 4000, true); bedroom.AppendObject(wall1); Object3d wall2 = new Object3d(new int[] { 0, -20, -20 }, new int[] { 180, 20, 120 }, 4000, true); bedroom.AppendObject(wall2); Object3d wall3 = new Object3d(new int[] { -20, 0, -20 }, new int[] { 20, 180, 120 }, 4000, true); bedroom.AppendObject(wall3); // Scene 1 Object3d sofa = new Object3d(new int[] { 0, 0, 0 }, new int[] { 39, 66, 37 }, 7, false); lounge.AppendObject(sofa); ObjectPortable amp = new ObjectPortable(new int[] { 60, 0, 25 }, new int[] { 16, 10, 18 }, 2, false); lounge.AppendObject(amp); Portal door2 = new Portal(new int[] { 0, 105, 0 }, new int[] { 10, 30, 56 }, 5, bedroom, new int[] { 160, 115, 0 }); lounge.AppendObject(door2); // walls and floor Object3d ground2 = new Object3d(new int[] { -1000, -1000, -100 }, new int[] { 2000, 2000, 100 }, 4000, true); lounge.AppendObject(ground2); Object3d wall4 = new Object3d(new int[] { 180, 0, -20 }, new int[] { 20, 180, 120 }, 4000, true); lounge.AppendObject(wall4); Object3d wall5 = new Object3d(new int[] { 0, 180, -20 }, new int[] { 180, 20, 120 }, 4000, true); lounge.AppendObject(wall5); Object3d wall6 = new Object3d(new int[] { 0, -20, -20 }, new int[] { 180, 20, 120 }, 4000, true); lounge.AppendObject(wall6); Object3d wall7 = new Object3d(new int[] { -20, 0, -20 }, new int[] { 20, 180, 120 }, 4000, true); lounge.AppendObject(wall7); // Images for the Backgrounds and the objects Skin[] skinGroup = new Skin[8]; ArrayList bedroomImage = SkinsLib.LoadImages(new string[] { Path.Combine(filePath, "bedroom.png") }); skinGroup[0] = (new Skin(bedroomImage, "Bedroom")); ArrayList loungeImage = SkinsLib.LoadImages(new string[] { Path.Combine(filePath, "lounge.png") }); skinGroup[1] = (new Skin(loungeImage, "Lounge")); ArrayList ampImage = SkinsLib.LoadImages(new string[] { Path.Combine(filePath, "amp.png") }); skinGroup[2] = (new Skin(ampImage, "Amp")); ArrayList guitarImage = SkinsLib.LoadImages(new string[] { Path.Combine(filePath, "guitar.png") }); skinGroup[3] = (new Skin(guitarImage, "Guitar")); ArrayList ianCurtisImages = SkinsLib.LoadImages(new string[] {Path.Combine(filePath, "ian_curtis0.png"),Path.Combine(filePath, "ian_curtis5.png"),Path.Combine(filePath, "ian_curtis3.png"),Path.Combine(filePath, "ian_curtisF4.png"), Path.Combine(filePath, "ian_curtisF6.png"),Path.Combine(filePath, "ian_curtisF7.png"),Path.Combine(filePath, "ian_curtisF0.png"),Path.Combine(filePath, "ian_curtisF5.png"),Path.Combine(filePath, "ian_curtisF3.png"),Path.Combine(filePath, "ian_curtis4.png"),Path.Combine(filePath, "ian_curtis6.png"),Path.Combine(filePath, "ian_curtis7.png")}); skinGroup[4] = (Skin)new Pointing(ianCurtisImages, "Ian Curtis"); // Mirror the images to complete the animation //for(int i=3;i<9;i++) // ((Surface)ian_curtis_images[i]).FlipHorizontal(); ArrayList doorImage = SkinsLib.LoadImages(new string[] { Path.Combine(filePath, "door.png") }); skinGroup[5] = (new Skin(doorImage, "Door")); ArrayList bedImage = SkinsLib.LoadImages(new string[] { Path.Combine(filePath, "bed.png") }); skinGroup[6] = (new Skin(bedImage, "Bed")); ArrayList sofaImage = SkinsLib.LoadImages(new string[] { Path.Combine(filePath, "sofa.png") }); skinGroup[7] = (new Skin(sofaImage, "Sofa")); Keys joyKeys = new Keys(Key.O, Key.P, Key.A, Key.Z, Key.M, Key.G, Key.H, Key.B, Key.U); // Create an isotope engine using the skin_group and the scene_group Engine joyEngine = new Engine(ianCurtis, skinGroup, surface, joyKeys, Path.Combine(filePath, "titlebar.png")); // Start the isotope engine joyEngine.Start(); }
public void DrawInfoPanel(Surface surface, LeadActor player, Skin[] skinGroup) { /* Draws the information panel on the surface. surface: The area of the surface to draw into from the pygame window: surface class player: The lead actor being used for the player: lead_actor class skin_group: The group of skins to be used in the engines isometric view: skin class */ if (surface == null) { throw new ArgumentNullException("surface"); } if (player == null) { throw new ArgumentNullException("player"); } //draw titlebar Rectangle rect = surface.Blit(this.titleSprite.Surface, this.titleSprite.Rectangle); int[] draw_order; //draw inventory Object3d[] inventory_array = new Object3d[player.Inventory.Count]; for (int i = 0; i < player.Inventory.Count; i++) { inventory_array[i] = (Object3d)player.Inventory[i]; } if (player.Inventory.Count > 0) { Sprite[] sprite_group = Sprites.UpdateImages(skinGroup, inventory_array); int p = 155; draw_order = new int[player.Inventory.Count]; int q = 0; for (int i = player.UsingObject; i < player.Inventory.Count; i++) { draw_order[q] = i; q++; } for (int i = 0; i < player.UsingObject; i++) { draw_order[q] = i; q++; } foreach (int i in draw_order) { sprite_group[i].X = p; sprite_group[i].Y = 38 - sprite_group[i].Height; surface.Blit(sprite_group[i].Surface, sprite_group[i].Rectangle); Surface text = this.font.Render(skinGroup[inventory_array[i].ObjectType].Name, Color.FromArgb(255, 255, 255)); Point textpos = new Point(0, 0); textpos.X = p - skinGroup[inventory_array[i].ObjectType].Name.Length * 3 + sprite_group[i].Width / 2; textpos.Y = 35; surface.Blit(text, textpos); p = p + sprite_group[i].Width + 20; } } //Update the display with the panel changes surface.Update(rect); }
/// <summary> /// /// </summary> /// <param name="player"></param> /// <param name="skin_group"></param> /// <param name="surface"></param> /// <param name="keys"></param> /// <param name="titlefile"></param> public Engine(LeadActor player, Skin[] skinGroup, Surface surface, Keys keys, string titleFile) { /* Initialise the Isotope Engine */ if (player == null) { throw new ArgumentNullException("player"); } //Game Control //the lower limit of msec per frame this.timeLimit = 100; //define the keys using default values, users can redefine the keys by changing the key codes this.keys = keys; //Physical simulation elements //this.simulator = new Simulator(); //Pick the players actor object and remember it this.player = player; //Graphical display elements //load the titlebar graphic as a sprite for drawing later. Users can reload their own image. this.titleSprite = new Sprite(); this.titleSprite.Surface = new Surface(titleFile); int[] offset ={ 200, 170 }; this.display = new View(surface, this.player.Scene, skinGroup, offset); //Isometric display elements this.skinGroup = skinGroup; //remember the surface this.surface = surface; //Load the default font: Do we need some tester here to ensure we find a font? //if (font==None) this.font = new SdlDotNet.Graphics.Font(Path.Combine(IsotopeMain.FilePath, "FreeSans.ttf"), 10); Events.Quit += new EventHandler<QuitEventArgs>(Events_Quit); }
/// <summary> /// /// </summary> /// <param name="scene"></param> /// <param name="skin_group"></param> public void RedrawDisplay(Scene scene, Skin[] skinGroup) { if (scene == null) { throw new ArgumentNullException("scene"); } if (skinGroup == null) { throw new ArgumentNullException("skinGroup"); } // Redraws the entire display, including background //Display the background //Console.WriteLine(scene); Surface.Blit((Surface)skinGroup[scene.SceneType].Images[0], ((Surface)skinGroup[scene.SceneType].Images[0]).Rectangle); Surface.Update(); DisplayUpdate(scene, skinGroup); }
/// <summary> /// /// </summary> /// <param name="surface"></param> /// <param name="objectGroup"></param> /// <param name="skin_group"></param> /// <param name="offset"></param> /// <param name="old_rect"></param> /// <returns></returns> public static Rectangle[] ViewUpdate(Surface surface, Object3d[] objectGroup, Skin[] skinGroup, int[] offset, Rectangle[] oldRect) { /* Update the isometric view based only on the changes in the screen surface: The pygame display area to be drawn into: surface object_group: a list of objects to be displayed: list of objects_3d or subclass skin_group: a list of skins which will be used to find the correct image for the objects sprite: list of skins offset: 2d vector to add to the isometric coordinates: list of 2 integers [x,y] old_rect: A list of pygame rectangles where the old sprites were drawn for updating: list of rect Returns old_rect: see above */ if (skinGroup == null) { throw new ArgumentNullException("skinGroup"); } if (objectGroup == null) { throw new ArgumentNullException("objectGroup"); } if (surface == null) { throw new ArgumentNullException("surface"); } // Find out what objects are visable int visable_limit = skinGroup.Length; //Object3d[] visable_object_group; ArrayList visable_object_list = new ArrayList(); foreach (Object3d obj in objectGroup) { if (obj.ObjectType < visable_limit) { visable_object_list.Add(obj); } } Object3d[] visable_object_group = new Object3d[visable_object_list.Count]; visable_object_list.CopyTo(visable_object_group); // Draw the isometric view in the display surface Rectangle[] sprite_rect = ViewDraw(surface, (Object3d[])visable_object_group, skinGroup, offset); // Combines the rectangles that need updating: the new sprites and the old background rectangles Rectangle[] update_rect = Sprites.CombineRectangles(sprite_rect, oldRect); // Update the display surface.Update(update_rect); // Remember the sprite rectangles oldRect = new Rectangle[sprite_rect.Length]; for (int rect = 0; rect < sprite_rect.Length; rect++) { oldRect[rect] = sprite_rect[rect]; } return (oldRect); }
// NOTE: The below routines have dependencies on the graphics subsystem and should be // Moved into a separate file so that this file can be system independent. /// <summary> /// /// </summary> /// <param name="view"></param> /// <param name="objectGroup"></param> /// <param name="skin_group"></param> /// <param name="offset"></param> /// <returns></returns> public static Rectangle[] ViewDraw(Surface view, Object3d[] objectGroup, Skin[] skinGroup, int[] offset) { /* Draw the sprites to the screen based on isometric ordered sorting objectGroup: a list of objects to be displayed: list of objects_3d or subclass skin_group: a list of skins which will be used to find the correct image for the objects sprite: list of skins offset: 2d vector to add to the isometric coordinates: list of 2 integers [x,y] Returns rect: A list of pygame rectangles where the sprites were drawn : list of rect */ //Calculate the isometric order of drawing the sprites from object information int[] draw_order = Order(objectGroup); //Put the correct images for all the skins into a sprite group Sprite[] sprite_group = Sprites.UpdateImages(skinGroup, objectGroup); //Calculate the screen coordinates of the sprites from the object data GroupTransform(objectGroup, sprite_group, offset); //Draw sprites in isometric order to the screen Rectangle[] rect; rect = (Rectangle[])Sprites.OrderedDraw(sprite_group, draw_order, view); return (rect); }