示例#1
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        public static TileLoadResult Load(System.IO.Stream fromStream, out TileAnimation ani)
        {
            ani = null;
            try {
                var xml     = new XmlSerializer(typeof(TileAnimation));
                var streams = BlubbZipHelper.ExtractBlubbZip(fromStream, "");
                if (streams.Count == 0)
                {
                    return(TileLoadResult.NoEntryInArchiv);
                }


                foreach (var key in streams.Keys.Where(key => streams[key] != null && streams[key].Length != 0 && streams[key].CanSeek && streams[key].CanRead))
                {
                    streams[key].Seek(0, System.IO.SeekOrigin.Begin);
                    ani = xml.Deserialize(streams[key]) as TileAnimation;

                    streams[key].Dispose();
                }
            } catch (Exception e) {
                ani = null;
                System.Diagnostics.Debug.WriteLine(e);
                return(TileLoadResult.UnkownError);
            }

            return(TileLoadResult.Success);
        }
示例#2
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        public static TileAnimation LoadFromJson(JToken json, Point2D basePos)
        {
            var ani = new TileAnimation();

            // RPG Maker XP animations are based on one tileset
            var tilesetSource = new TileCellSource(json["graphic"].ToString(), 0, 0, Constants.AnimationTilesetWidth, Constants.AnimationTilesetHeight);
            var tileset       = EngineCore.ContentLoader.GetAnimationTileset(tilesetSource.TextureIndex);
            var tilesPerRow   = tileset.Width / tilesetSource.Width;

            var frames = (JArray)json["frames"];

            foreach (var frame in frames)
            {
                var frameImages = (JArray)frame;
                var tileFrame   = new TileAnimationFrame();
                foreach (var frameImage in frameImages)
                {
                    /*
                     * pattern: 1,		// 1-based tile index
                     * x: 0,			// center-based x-offset
                     * y: 16,			// center-based y-offset
                     * zoom: 30,		// 100-based scale
                     * rotation: 0,		// 360-degree
                     * opacity: 100		// 255 = full visible, 0 = full trans
                     */
                    // Make index 0-based!
                    var patIndex    = (int)(frameImage["pattern"]) - 1;
                    var patX        = (int)(frameImage["x"]);
                    var patY        = (int)(frameImage["y"]);
                    var patZoom     = (int)(frameImage["zoom"]);
                    var patRotation = (int)(frameImage["rotation"]);
                    var patOpacity  = (int)(frameImage["opacity"]);

                    if (patIndex > 0)
                    {
                        tilesetSource.X = (patIndex % tilesPerRow) * tilesetSource.Width;
                        tilesetSource.Y = (patIndex / tilesPerRow) * tilesetSource.Width;
                    }
                    else
                    {
                        tilesetSource.X = 0;
                        tilesetSource.Y = 0;
                    }
                    var scale        = patZoom / 100f;
                    var pos          = new Point2D(patX + basePos.X, patY + basePos.Y);
                    var mirror       = SpriteEffects.None;
                    var col          = new Color(Color.White.R, Color.White.G, Color.White.B, patOpacity);
                    var isBackground = false;                     // TODO: How does RPG Maker handle this?
                    var rot          = (float)patRotation;
                    var pattern      = new TileAnimationFrameImage(tilesetSource.Clone() as TileCellSource, scale, pos, mirror, col, rot, isBackground);
                    tileFrame.Add(pattern);
                }

                ani.Frames.Add(tileFrame);
            }

            return(ani);
        }
示例#3
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		public TileAnimationLayer(int width, int height) {
			mLayoutMap = new TileAnimation[width][];

			for (int x = 0; x < width; x++) {
				mLayoutMap[x] = new TileAnimation[height];
				for (int y = 0; y < height; y++)
					mLayoutMap[x][y] = null;
			}
		}
示例#4
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		public TileAnimationLayer(TileAnimation[][] existingMap, int newW, int newH) {
			mLayoutMap = new TileAnimation[newW][];

			for (int x = 0; x < newW; x++) {
				mLayoutMap[x] = new TileAnimation[newH];
				for (int y = 0; y < newH; y++) {
					if (existingMap == null || x >= existingMap.Length || y >= existingMap[x].Length)
						mLayoutMap[x][y] = null;
					else
						mLayoutMap[x][y] = existingMap[x][y];
				}
			}
		}
示例#5
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		public static TileLoadResult Load(System.IO.Stream fromStream, out TileAnimation ani) {
			ani = null;
			try {
				var xml = new XmlSerializer(typeof(TileAnimation));
				var streams = BlubbZipHelper.ExtractBlubbZip(fromStream, "");
				if (streams.Count == 0)
					return TileLoadResult.NoEntryInArchiv;


				foreach (var key in streams.Keys.Where(key => streams[key] != null && streams[key].Length != 0 && streams[key].CanSeek && streams[key].CanRead)) {
					streams[key].Seek(0, System.IO.SeekOrigin.Begin);
					ani = xml.Deserialize(streams[key]) as TileAnimation;

					streams[key].Dispose();
				}

			} catch (Exception e) {
				ani = null;
				System.Diagnostics.Debug.WriteLine(e);
				return TileLoadResult.UnkownError;
			}

			return TileLoadResult.Success;
		}
示例#6
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		private void comboAnimations_SelectedIndexChanged(object sender, EventArgs e) {
#if DEBUG
			if (mCurrentLayer == -1 || comboAnimations.SelectedItem == null) {
				mPreviewAnimation = null;
				if (mCurrentLayer != -1) {
					mLastAnimationIndex[mCurrentLayer] = -1;
				}
				if (comboAnimations.Items.Count > 0) {
					comboAnimations.SelectedIndex = 0;
				}
				return;
			}

			mLastAnimationIndex[mCurrentLayer] = comboAnimations.SelectedIndex;
			mPreviewAnimation = EngineCore.ContentLoader.GetAnimation(FileLists.Instance.Animations[mLastAnimationIndex[mCurrentLayer]].Filename);
			RenderDisplayAnimations.Invalidate();

			AdjustScrollBars();
#endif
		}
示例#7
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		public void SetCell(Point point, TileAnimation Ani) {
			SetCell(point.X, point.Y, Ani);
		}
示例#8
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		public void SetCell(int x, int y, TileAnimation Ani) {
			if (IsValidPoint(x, y) == false)
				return;
			mLayoutMap[x][y] = Ani.Clone() as TileAnimation;
		}
示例#9
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		public TileAnimationLayer(TileAnimation[][] existingMap) {
			mLayoutMap = (TileAnimation[][])existingMap.Clone();
		}
示例#10
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		public static TileAnimation LoadFromJson(JToken json, Point2D basePos) {
			var ani = new TileAnimation();

			// RPG Maker XP animations are based on one tileset
			var tilesetSource = new TileCellSource(json["graphic"].ToString(), 0, 0, Constants.AnimationTilesetWidth, Constants.AnimationTilesetHeight);
			var tileset = EngineCore.ContentLoader.GetAnimationTileset(tilesetSource.TextureIndex);
			var tilesPerRow = tileset.Width / tilesetSource.Width;

			var frames = (JArray)json["frames"];
			foreach (var frame in frames) {
				var frameImages = (JArray)frame;
				var tileFrame = new TileAnimationFrame();
				foreach (var frameImage in frameImages) {
					/*
					 * pattern: 1,		// 1-based tile index
					 * x: 0,			// center-based x-offset
					 * y: 16,			// center-based y-offset
					 * zoom: 30,		// 100-based scale
					 * rotation: 0,		// 360-degree
					 * opacity: 100		// 255 = full visible, 0 = full trans
					 */
					// Make index 0-based!
					var patIndex = (int)(frameImage["pattern"]) - 1;
					var patX = (int)(frameImage["x"]);
					var patY = (int)(frameImage["y"]);
					var patZoom = (int)(frameImage["zoom"]);
					var patRotation = (int)(frameImage["rotation"]);
					var patOpacity = (int)(frameImage["opacity"]);

					if (patIndex > 0) {
						tilesetSource.X = (patIndex % tilesPerRow) * tilesetSource.Width;
						tilesetSource.Y = (patIndex / tilesPerRow) * tilesetSource.Width;
					} else {
						tilesetSource.X = 0;
						tilesetSource.Y = 0;
					}
					var scale = patZoom / 100f;
					var pos = new Point2D(patX + basePos.X, patY + basePos.Y);
					var mirror = SpriteEffects.None;
					var col = new Color(Color.White.R, Color.White.G, Color.White.B, patOpacity);
					var isBackground = false; // TODO: How does RPG Maker handle this?
					var rot = (float)patRotation;
					var pattern = new TileAnimationFrameImage(tilesetSource.Clone() as TileCellSource, scale, pos, mirror, col, rot, isBackground);
					tileFrame.Add(pattern);
				}

				ani.Frames.Add(tileFrame);
			}

			return ani;
		}
示例#11
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		public static TileLoadResult Load(string filename, out TileAnimation ani) {
			using (var fileStream = System.IO.File.OpenRead(filename))
				return Load(fileStream, out ani);
		}
示例#12
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 public static TileLoadResult Load(string filename, out TileAnimation ani)
 {
     using (var fileStream = System.IO.File.OpenRead(filename))
         return(Load(fileStream, out ani));
 }
示例#13
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		private void OpenAnimation(string fileName) {
			mSelectedAnimation = -1;
			mSelectedFrame = -1;
			SelectImagePreview(-1);

			if (TileAnimation.Load(fileName, out mAnimation) != TileLoadResult.Success) {
				mAnimation = new TileAnimation(); // avoid "null" crashes
			}

			ReloadAnimation();
		}
示例#14
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		private void menuEditorImportRpgMaker_Click(object sender, EventArgs e) {
			using (var frm = new FormImportRpgMaker()) {
				if (frm.ShowDialog(this) != DialogResult.OK) {
					return;
				}

				var selectedAnim = frm.SelectedAnimation;
				var newTileAnimation = TileAnimation.LoadFromJson(selectedAnim);
				mAnimation = newTileAnimation.Clone() as TileAnimation;
				// FIX: RPG Maker XP effects are based on a larger character
				/*
				foreach (var frame in mAnimation.Frames) {
					foreach (var image in frame) {
						if (image.Scale > 0.1f) {
							image.Scale = image.Scale * 0.5f;
						}
					}
				}
				*/
				ReloadAnimation();
			}
		}
示例#15
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		private void MenuEditorNew_Click(object sender, EventArgs e) {
			mSelectedAnimation = -1;
			mSelectedFrame = -1;
			SelectImagePreview(-1);

			mAnimation = new TileAnimation();

			listFrameImages.Items.Clear();
			listFrames.Items.Clear();
			listFrames.Items.Add("Frame " + 1);
			cmbTilesets.SelectedIndex = 0;
			comboFrameCount.SelectedIndex = 0;
			listFrames.SelectedItem = 0;
			numFrameTime.Value = (int)(mAnimation.FrameLength * 1000f);
		}
		public CompiledTileAnimationData(TileAnimation bani, TileLoadResult res) {
			CompiledData = bani;
			Result = res;
		}