示例#1
0
 //TODO: Render tile to a rendertarget, save, and render that instead of generating flairs at runtime
 /// <summary>
 /// Renders a tile at drawRoot
 /// </summary>
 /// <param name="spriteBatch">Spritebatch to render with</param>
 /// <param name="tm">Tilemap to render from</param>
 /// <param name="tile">TileType to render</param>
 /// <param name="solid">List of directions that the tile considers solid</param>
 /// <param name="drawRoot">Literal x and y to draw at</param>
 /// <param name="_r">Random to generate with</param>
 /// <param name="tex">Prebuilt texture, will build if null</param>
 public static void RenderTile(SpriteBatch spriteBatch, ComponentTilemap tm, TileType tile, List <Direction> solid, Vector2 drawRoot, Random _r = null, Texture2D tex = null)
 {
     tex = tex != null ? tex : Rsc.Load <Texture2D>(tile.RootTexture);
     spriteBatch.Draw(tex, new Rectangle((int)drawRoot.X, (int)drawRoot.Y, tex.Width, tex.Height),
                      null, Color.White, 0, new Vector2(0, 0), SpriteEffects.None, 0);
     _r = _r != null ? _r : new Random(100);
     for (int k = 0; k < tile.Flairs.Count; k++)
     {
         var flair = tile.Flairs[k];
         if (!solid.Contains(Direction.North) && flair.North)
         {
             for (int l = 0; l < (int)((float)flair.Coverage / 100f * ((float)tex.Width)); l++)
             {
                 var flairtex = Rsc.Load <Texture2D>(flair.Texture);
                 spriteBatch.Draw(flairtex,
                                  new Rectangle(
                                      (int)(drawRoot.X +
                                            _r.Next(-flairtex.Width / 2, tex.Width + 2 - flairtex.Width / 2 - 1)),
                                      (int)(drawRoot.Y + -_r.Next((int)flairtex.Height / 2, flairtex.Height) +
                                            tile.CutIn +
                                            tex.Height * _r.Next(flair.MinDepth,
                                                                 flair.MaxDepth) / 100f),
                                      flairtex.Width,
                                      flairtex.Height),
                                  null,
                                  Color.White,
                                  0, new Vector2(0, 0),
                                  SpriteEffects.None, 0);
             }
         }
         if (!solid.Contains(Direction.South) && flair.South)
         {
             for (int l = 0; l < (int)((float)flair.Coverage / 100f * ((float)tex.Width)); l++)
             {
                 var flairtex = Rsc.Load <Texture2D>(flair.Texture);
                 spriteBatch.Draw(flairtex,
                                  new Rectangle(
                                      (int)(drawRoot.X +
                                            _r.Next(-flairtex.Width / 2, tex.Width + 2 - flairtex.Width / 2 - 1)),
                                      (int)(drawRoot.Y +
                                            tex.Height +
                                            -flairtex.Height +
                                            _r.Next((int)flairtex.Height / 2, flairtex.Height) -
                                            tile.CutIn -
                                            tex.Height * _r.Next(flair.MinDepth,
                                                                 flair.MaxDepth) / 100f),
                                      flairtex.Width,
                                      flairtex.Height),
                                  null,
                                  Color.White,
                                  0, new Vector2(0, 0),
                                  SpriteEffects.None, 0);
             }
         }
     }
 }
示例#2
0
        /// <summary>
        /// Checks if a tile needs to be recut and cuts it
        /// </summary>
        /// <param name="ihn"></param>
        /// <param name="spriteBatch"></param>
        /// <param name="tm"></param>
        /// <param name="i"></param>
        /// <param name="j"></param>
        /// <param name="rx"></param>
        /// <param name="ry"></param>
        private void PreRenderTile(Ihn ihn, SpriteBatch spriteBatch, ComponentTilemap tm, int i, int j, int rx = -1, int ry = -1)
        {
            var tile  = tm.Map[i, j];
            var seed  = tm.Seeds[i, j];
            var solid = tm.MapSolids[i, j];

            if (tm.Textures == null)
            {
                tm.Textures = new Texture2D[tm.Map.GetLength(0), tm.Map.GetLength(1)];
            }
            var tex = tm.Textures[i, j];

            if (tile.RootTexture != "" && tile.RootTexture != null)
            {
                _r = new Random(seed);
                if (tex == null || tm.ForceTextureBuilds.Contains(new Vector2(i, j)))
                {
                    _r = new Random(seed + (Spaz ?  (int)(DateTime.UtcNow.Ticks * seed) : 0));
                    if (tm.ForceTextureBuilds == null)
                    {
                        tm.ForceTextureBuilds = new List <Vector2>();
                        for (int x = 0; x < tm.Map.GetLength(0); x++)
                        {
                            for (int y = 0; y < tm.Map.GetLength(1); y++)
                            {
                                tm.ForceTextureBuilds.Add(new Vector2(x, y));
                            }
                        }
                    }
                    while (tm.ForceTextureBuilds.Contains(new Vector2(i, j)))
                    {
                        tm.ForceTextureBuilds.Remove(new Vector2(i, j));
                    }
                    RebuildTileTexture(tm, i, j, ref tile, solid, ref tex);
                }
                var drawRoot = new Vector2(i * tex.Width - ihn.CameraPos.X, j * tex.Height - ihn.CameraPos.Y);
                if (rx != -1 || ry != -1)
                {
                    drawRoot.X = rx;
                    drawRoot.Y = ry;
                }
                RenderTile(spriteBatch, tm, tile, solid, drawRoot, _r, tex);
            }
        }
示例#3
0
        //Cuts into a rectangle
        private void RebuildTileTexture(ComponentTilemap tm, int i, int j, ref TileType tile, List <Direction> solid, ref Texture2D tex)
        {
            tex = Rsc.Load <Texture2D>(tile.RootTexture);
            //TODO: GetData broken on linux/mac, implement

            /*
             * if(!solid.Contains(Direction.North)) {
             *      tex = tex.FillRectangle(new Rectangle(0, 0, tex.Width, tile.CutIn), Color.Transparent);
             *      var rects = new List<Rectangle>();
             *      for(int k = 0; k < _r.Next((int)(tex.Width / 2f), (int)(tex.Width / 1.2f)); k++) {
             *              rects.Add(new Rectangle(_r.Next(0, tex.Width - 1), tile.CutIn, _r.Next(1, 3), _r.Next(1, 3)));
             *      }
             *      tex = tex.FillRectangles(rects, Color.Transparent);
             * }
             * if(!solid.Contains(Direction.South)) {
             *      var rects = new List<Rectangle>();
             *      for(int k = 0; k < _r.Next((int)(tex.Width / 2f), (int)(tex.Width / 1.2f)); k++) {
             *              rects.Add(new Rectangle(_r.Next(0, tex.Width - 1), tex.Height - tile.CutIn + 1, _r.Next(1, 3), _r.Next(1, 3)));
             *      }
             *      tex = tex.FillRectangles(rects, Color.Transparent);
             * }
             */
            tm.Textures[i, j] = tex;
        }