Пример #1
0
 public Line(AbstractScene scene, Entity parent, Vector2 from, float angleRad, float length, Color color, float thickness = 1f) : base(scene.LayerManager.EntityLayer, parent, from)
 {
     this.From      = fromSaved = from;
     this.thickness = thickness;
     this.color     = color;
     SetSprite(AssetUtil.CreateRectangle(1, Color.White));
     this.length   = length;
     this.angleRad = angleRad;
     To            = toSaved = MathUtil.EndPointOfLine(from, length, this.angleRad);
     Origin        = new Vector2(0f, 0f);
     Scale         = new Vector2(length, thickness);
 }
Пример #2
0
 public Line(AbstractScene scene, Entity parent, Vector2 from, Vector2 to, Color color, float thickness = 1f) : base(scene.LayerManager.EntityLayer, parent, from)
 {
     this.From      = fromSaved = from;
     this.To        = toSaved = to;
     this.thickness = thickness;
     this.color     = color;
     SetSprite(AssetUtil.CreateRectangle(1, Color.White));
     length   = Vector2.Distance(from, to);
     angleRad = MathUtil.RadFromVectors(from, to);
     Origin   = new Vector2(0f, 0f);
     Scale    = new Vector2(length, thickness);
 }
Пример #3
0
 public override void Draw(SpriteBatch spriteBatch)
 {
     base.Draw(spriteBatch);
     if (canRayPass)
     {
         foreach (Vector2 point in line)
         {
             spriteBatch.Draw(AssetUtil.CreateRectangle(1, Color.Black), point, Color.White);
         }
     }
     else
     {
         foreach (Vector2 point in line)
         {
             spriteBatch.Draw(AssetUtil.CreateRectangle(1, Color.Red), point, Color.White);
         }
     }
 }
Пример #4
0
        public HashSet <EntityInstance> ParseLevel(AbstractScene scene, string levelID)
        {
            HashSet <EntityInstance> entities = new HashSet <EntityInstance>();

            foreach (Engine.Source.Level.Level level in world.Levels)
            {
                if (!level.Identifier.Equals(levelID))
                {
                    continue;
                }
                float scrollSpeedModifier = 0f;
                Array.Reverse(level.LayerInstances);
                foreach (LayerInstance layerInstance in level.LayerInstances)
                {
                    foreach (EntityInstance entity in layerInstance.EntityInstances)
                    {
                        entities.Add(entity);
                    }

                    string    layerName    = layerInstance.Identifier;
                    Layer     currentLayer = null;
                    Texture2D tileSet      = null;
                    if (layerName.StartsWith(COLLIDERS) && layerInstance.GridTiles.Length > 0)
                    {
                        currentLayer = scene.LayerManager.EntityLayer;
                        tileSet      = null;
                        //continue;
                    }
                    else if (layerName.StartsWith(BACKGROUND) && layerInstance.GridTiles.Length > 0)
                    {
                        //currentLayer = RootContainer.Instance.BackgroundLayer;
                        currentLayer = scene.LayerManager.CreateBackgroundLayer(int.Parse(layerName[layerName.Length - 1] + ""));
                        tileSet      = Assets.GetTexture(GetMonoGameContentName(layerInstance.TilesetRelPath));
                        tileGroup    = new TileGroup();
                    }
                    else if (layerName.StartsWith(PARALLAX) && layerInstance.GridTiles.Length > 0)
                    {
                        //currentLayer = RootContainer.Instance.BackgroundLayer;
                        scrollSpeedModifier += 0.1f;
                        currentLayer         = scene.LayerManager.CreateParallaxLayer(int.Parse(layerName[layerName.Length - 1] + ""), scrollSpeedModifier, true);
                        tileSet              = Assets.GetTexture(GetMonoGameContentName(layerInstance.TilesetRelPath));
                        tileGroup            = new TileGroup();
                    }
                    else if (layerName.StartsWith(FOREGROUND) && layerInstance.GridTiles.Length > 0)
                    {
                        //currentLayer = RootContainer.Instance.BackgroundLayer;
                        currentLayer = scene.LayerManager.CreateForegroundLayer(int.Parse(layerName[layerName.Length - 1] + ""));
                        tileSet      = Assets.GetTexture(GetMonoGameContentName(layerInstance.TilesetRelPath));
                        tileGroup    = new TileGroup();
                    }

                    if (layerInstance.Identifier.StartsWith(COLLIDERS))
                    {
                        currentLayer = null;
                        //public Dictionary<string, dynamic>[] IntGrid { get; set; }
                        foreach (IntGridValueInstance grid in layerInstance.IntGrid)
                        {
                            int            y = (int)Math.Floor((decimal)grid.CoordId / layerInstance.CWid);
                            int            x = (int)(grid.CoordId - y * layerInstance.CWid);
                            StaticCollider e = new StaticCollider(scene, (new Vector2(x, y)));

                            /*Entity visual = new Entity(scene.LayerManager.EntityLayer, null, new Vector2(x, y) * Config.GRID);
                             * visual.AddComponent(new Sprite(visual, AssetUtil.CreateRectangle(Config.GRID, Color.White)));
                             * visual.Visible = true;
                             * visual.Active = true;*/
                            switch (grid.V)
                            {
                            case 0:
                                e.AddTag("Collider");
                                break;

                            case 1:
                                e.AddTag("SlideWall");
                                break;

                            case 2:
                                //e.AddTag("Platform");
                                break;

                            case 3:
                                //e.AddTag("Ladder");
                                //e.BlocksMovement = false;
                                break;

                            case 4:
                                e.AddTag("Platform");
                                e.AddBlockedDirection(Direction.WEST);
                                break;

                            case 5:
                                e.AddTag("Platform");
                                e.AddBlockedDirection(Direction.EAST);
                                break;

                            case 6:
                                e.AddTag("Platform");
                                e.AddBlockedDirection(Direction.NORTH);
                                break;

                            case 7:
                                e.AddTag("Platform");
                                e.AddBlockedDirection(Direction.SOUTH);
                                break;
                            }
                        }
                    }
                    else
                    {
                        foreach (TileInstance tile in layerInstance.GridTiles)
                        {
                            //Logger.Log("Tile: " + tile.);
                            //if (layerInstance.Identifier.StartsWith(PARALLAX)) { currentLayer = null;  continue; }
                            long tileId             = tile.T;
                            int  atlasGridBaseWidth = (int)layerInstance.GridSize;
                            int  padding            = 0;
                            int  spacing            = 0;
                            int  gridSize           = Config.GRID;

                            int gridTileX  = (int)tileId - atlasGridBaseWidth * (int)Math.Floor((decimal)(tileId / atlasGridBaseWidth));
                            int pixelTileX = padding + gridTileX * (gridSize + spacing);

                            int gridTileY  = (int)Math.Floor((decimal)tileId / atlasGridBaseWidth);
                            var pixelTileY = padding + gridTileY * (gridSize + spacing);

                            /*Entity e = new Entity(currentLayer, null, new Vector2(tile.Px[0], tile.Px[1]), tileSet);
                             * e.SourceRectangle = new Rectangle((int)tile.Src[0], (int)tile.Src[1], gridSize, gridSize);
                             * e.Pivot = pivot;*/

                            Rectangle rect = new Rectangle((int)tile.Src[0], (int)tile.Src[1], gridSize, gridSize);
                            Vector2   pos  = new Vector2(tile.Px[0], tile.Px[1]);
                            Color[]   data = new Color[gridSize * gridSize];
                            //tileSet.GetData<Color>(data);
                            tileSet.GetData(0, rect, data, 0, data.Length);

                            if (tile.F != 0)
                            {
                                Texture2D flipped = AssetUtil.CreateRectangle(gridSize, Color.Black);
                                flipped.SetData(data);
                                if (tile.F == 1)
                                {
                                    flipped = AssetUtil.FlipTexture(flipped, false, true);
                                }
                                else if (tile.F == 2)
                                {
                                    flipped = AssetUtil.FlipTexture(flipped, true, false);
                                }
                                else
                                {
                                    flipped = AssetUtil.FlipTexture(flipped, true, true);
                                }

                                flipped.GetData(data);
                            }
                            //public void GetData<T>(int level, int arraySlice, Rectangle? rect, T[] data, int startIndex, int elementCount) where T : struct;

                            tileGroup.AddColorData(data, pos);
                            //e.Visible = false;
                            //e.Active = false;
                            //e.Pivot = new Vector2(gridSize / 2, gridSize / 2);
                        }
                        if (currentLayer != null)
                        {
                            Entity tile = new Entity(currentLayer, null, new Vector2(0, 0));
                            tile.SetSprite(tileGroup.GetTexture());
                            tile.GetComponent <Sprite>().DrawOffset = pivot;
                            //tile.Pivot = pivot;
                        }
                    }
                }
            }
            return(entities);
        }
Пример #5
0
 public static Texture2D CreateRectangle(int size, Color color)
 {
     return(AssetUtil.CreateRectangle(size, color));
 }