示例#1
0
        public static ChunkSet FromTexture(Texture2D texture, int count)
        {
            var set = new ChunkSet();

            int width = texture.Width / count;

            var region = new Rectangle(0, 0, width, texture.Height);

            for (int i = 0; i < count; i++)
            {
                set.Add(Chunk.FromTexture(texture, region));
                region.X += width;
            }

            return(set);
        }
示例#2
0
        public static Level GenerateLevel(LD44Game game, int width, int height, ChunkSet chunkSet, bool sky, string background, Random random)
        {
            ChunkSides[,] chunkSides = new ChunkSides[width, height];

            if (width > 1)
            {
                chunkSides[0, height - 1].Right = SideStatus.Open;
                chunkSides[1, height - 1].Left  = SideStatus.Open;
            }
            if (height > 1)
            {
                chunkSides[0, height - 1].Top    = SideStatus.Closed;
                chunkSides[0, height - 2].Bottom = SideStatus.Closed;
            }

            if (width > 1)
            {
                chunkSides[width - 1, 0].Left  = SideStatus.Open;
                chunkSides[width - 2, 0].Right = SideStatus.Open;
            }
            if (height > 1)
            {
                chunkSides[width - 1, 0].Bottom = SideStatus.Closed;
                chunkSides[width - 1, 1].Top    = SideStatus.Closed;
            }

            for (int y = 0; y < height; y++)
            {
                for (int x = 0; x < width; x++)
                {
                    if (x == 0)
                    {
                        chunkSides[x, y].Left = SideStatus.Closed;
                    }
                    if (y == 0)
                    {
                        chunkSides[x, y].Top = sky ? SideStatus.Edge : SideStatus.Closed;
                    }
                    if (x == width - 1)
                    {
                        chunkSides[x, y].Right = SideStatus.Closed;
                    }
                    if (y == height - 1)
                    {
                        chunkSides[x, y].Bottom = SideStatus.Closed;
                    }
                }
            }

            if (width > 1)
            {
                Tunnel(chunkSides, 1, 0, random);

                while (TunnelUncertainChunk(chunkSides, random))
                {
                    ;
                }
            }

            int cx = 1;
            int cy = height - 1;

            while (cx < width - 2 || cy > 0)
            {
                if (cx < width - 2 && cy > 0)
                {
                    if (_random.Next(3) == 0)
                    {
                        chunkSides[cx, cy].Top        = SideStatus.Open;
                        chunkSides[cx, cy - 1].Bottom = SideStatus.Open;
                        cy--;
                    }
                    else
                    {
                        chunkSides[cx, cy].Right    = SideStatus.Open;
                        chunkSides[cx + 1, cy].Left = SideStatus.Open;
                        cx++;
                    }
                }
                else if (cx < width - 2)
                {
                    chunkSides[cx, cy].Right    = SideStatus.Open;
                    chunkSides[cx + 1, cy].Left = SideStatus.Open;
                    cx++;
                }
                else
                {
                    chunkSides[cx, cy].Top        = SideStatus.Open;
                    chunkSides[cx, cy - 1].Bottom = SideStatus.Open;
                    cy--;
                }
            }

            var level = new Level(chunkSet.Width * width, chunkSet.Height * height);

            for (int y = 0; y < height; y++)
            {
                for (int x = 0; x < width; x++)
                {
                    Chunk chunk = chunkSet.Get(chunkSides[x, y], random);

                    for (int y2 = 0; y2 < chunkSet.Height; y2++)
                    {
                        for (int x2 = 0; x2 < chunkSet.Width; x2++)
                        {
                            InitializeTile(game, level, x * chunkSet.Width + x2, y * chunkSet.Height + y2, chunk[x2, y2]);
                        }
                    }
                }
            }

            int fullHeight = height * chunkSet.Height;
            int fullWidth  = width * chunkSet.Width;

            for (int y = 0; y < fullHeight; y++)
            {
                for (int x = 0; x < fullWidth; x++)
                {
                    Tile tile = level.GetTile(x, y);

                    if (tile.TileType != TileType.Solid ||
                        (tile.FrontSprite.Texture != "rock" &&
                         tile.FrontSprite.Texture != "leaf" &&
                         tile.FrontSprite.Texture != "marble"))
                    {
                        continue;
                    }

                    if (y == 0 || level.GetTile(x, y - 1).TileType == TileType.Solid)
                    {
                        if (y == fullHeight - 1 || level.GetTile(x, y + 1).TileType == TileType.Solid)
                        {
                            tile.FrontSprite.Texture += "_center";
                        }
                        else
                        {
                            tile.FrontSprite.Texture += "_bottom";
                        }
                    }
                    else
                    {
                        tile.FrontSprite.Texture += "_top";
                    }
                }
            }

            level.Background.Texture = background;

            return(level);
        }