/// <summary> /// Returns a grid position of a given tile position /// </summary> /// <param name="row">Tile row index</param> /// <param name="column">Tile column index</param> /// <param name="gridRow">Returns the grid row index</param> /// <param name="gridColumn">Returns the grid column index</param> public void ConvertTileToGridPosition(int row, int column, out int gridRow, out int gridColumn) { gridRow = (int)Math.Floor((double)row / (double)TileRowCount); gridColumn = (int)Math.Floor((double)column / (double)TileColumnCount); if (TileMathHelper.IsOutOfRange(gridRow, gridColumn, GridRowCount, GridColumnCount)) { gridRow = TileMathHelper.FixTileIndex(gridRow, GridRowCount); gridColumn = TileMathHelper.FixTileIndex(gridColumn, GridColumnCount); } }
/// <summary> /// Determine all tiles on screen based on the given viewport /// </summary> /// <param name="viewportWidth">Viewport width in pixel</param> /// <param name="viewportHeight">Viewport height in pixel</param> /// <returns>Returns a flatten byte array which represants the tiles</returns> public Tile[] GetTileMapInScreen(int viewportWidth, int viewportHeight) { ScreenWidth = viewportWidth; ScreenHeight = viewportHeight; int screenColumnCount = (viewportWidth / tileSize); int screenRowCount = (viewportHeight / tileSize); Tile[] tilesInScreen = new Tile[screenRowCount * screenColumnCount]; int posRow = tileRow + (screenRowCount / 2); int negRow = tileRow - (screenRowCount / 2); int posColumn = tileColumn + (screenColumnCount / 2); int negColumn = tileColumn - (screenColumnCount / 2); int rowIndex = 0; for (int r = negRow; r < posRow; r++) { int columnIndex = 0; for (int c = negColumn; c < posColumn; c++) { int newMapIndex = CurrentMapIndex; int realRow = r; int realColumn = c; if (TileMathHelper.IsOutOfRange(r, c, TileRowCount, TileColumnCount)) { newMapIndex = TileMathHelper.GetMapIndex(r, c, TileRowCount, TileColumnCount, newMapIndex); realRow = TileMathHelper.FixTileIndex(r, TileRowCount); realColumn = TileMathHelper.FixTileIndex(c, TileColumnCount); } //GetValues and merge if (newMapIndex < 0) { tilesInScreen[TileMathHelper.ToIndex(rowIndex, columnIndex++, screenColumnCount)] = new Tile(ushort.MaxValue, 255); int newGridRow = (int)Math.Floor((double)r / (double)TileRowCount); int newGridColumn = (int)Math.Floor((double)c / (double)TileColumnCount); GridGenerationIsSlow?.Invoke(this, new GridEventArgs(newGridRow, newGridColumn, GridRow, GridColumn, false)); } else { tilesInScreen[TileMathHelper.ToIndex(rowIndex, columnIndex++, screenColumnCount)] = maps[newMapIndex].MapSurface[TileMathHelper.ToIndex(realRow, realColumn, TileColumnCount)]; } } rowIndex++; } return(tilesInScreen); }
/// <summary> /// Initzializes a new streamed tile map /// </summary> /// <param name="spawnTileRow">Tile row index</param> /// <param name="spawnTileColumn">Tile column index</param> /// <param name="gridColumnCount">Number of grid columns</param> /// <param name="gridRowCount">Number of grid rows</param> /// <param name="tileRowCount">Number of tile rows per grid</param> /// <param name="tileColumnCount">Number of tile columns per grid</param> /// <param name="tileSize">Tile size in pixel</param> /// <param name="maps">Loaded grids</param> public StreamedTileMap(int spawnTileRow, int spawnTileColumn, int gridColumnCount, int gridRowCount, int tileRowCount, int tileColumnCount, int tileSize, List <TileMapPart> maps) { this.maps = maps; this.gridColumnCount = gridColumnCount; this.gridRowCount = gridRowCount; this.tileSize = tileSize; this.tileRowCount = tileRowCount; this.tileColumnCount = tileColumnCount; currentMapIndex = 4; tileRow = spawnTileRow; tileColumn = spawnTileColumn; gridRow = (int)Math.Floor((double)spawnTileRow / (double)tileRowCount); gridColumn = (int)Math.Floor((double)spawnTileColumn / (double)tileColumnCount); gridRow = TileMathHelper.FixTileIndex(gridRow, gridRowCount); gridColumn = TileMathHelper.FixTileIndex(gridColumn, gridColumnCount); }
/// <summary> /// Create the StreamedTileMap from the generated grids /// </summary> /// <param name="maps">Current grid with all it's surrounding grids</param> /// <param name="suroundingGrids">Ids of all surrounding grids</param> /// <param name="gridsPerRow">Number grids per row</param> /// <param name="streamedTileMap">A reference to a streamedTileMap</param> private void CreateTileMapParts(Tile[][] maps, List <ObjectTile>[] objectTiles, int[] suroundingGrids, int gridsPerRow, StreamedTileMap streamedTileMap) { //create TileMapPart for (int i = 0; i < maps.Length; i++) { int gridId = suroundingGrids[i]; int gridRow; int gridColumn; TileMathHelper.ToPosition(gridId, gridsPerRow, out gridRow, out gridColumn); gridRow = TileMathHelper.FixTileIndex(gridRow, gridsPerRow); gridColumn = TileMathHelper.FixTileIndex(gridColumn, gridsPerRow); TileMapPart part = new TileMapPart(gridId, maps[i], null, objectTiles[i].ToArray(), gridColumn, gridRow); streamedTileMap.Add(part); } }
/// <summary> /// Initzializes a new streamed tile map /// </summary> /// <param name="generator">Tile map generator</param> /// <param name="spawnTileRow">Tile row index</param> /// <param name="spawnTileColumn">Tile column index</param> /// <param name="gridColumnCount">Number of grid columns</param> /// <param name="gridRowCount">Number of grid rows</param> /// <param name="tileRowCount">Number of tile rows per grid</param> /// <param name="tileColumnCount">Number of tile columns per grid</param> /// <param name="tileSize">Tile size in pixel</param> public StreamedTileMap(TileMapGenerator generator, int spawnTileRow, int spawnTileColumn, int gridColumnCount, int gridRowCount, int tileRowCount, int tileColumnCount, int tileSize) { maps = new List <TileMapPart>(); this.gridColumnCount = gridColumnCount; this.gridRowCount = gridRowCount; this.tileSize = tileSize; this.tileRowCount = tileRowCount; this.tileColumnCount = tileColumnCount; this.generator = generator; currentMapIndex = 4; tileRow = spawnTileRow; tileColumn = spawnTileColumn; gridRow = (int)Math.Floor((double)spawnTileRow / (double)tileRowCount); gridColumn = (int)Math.Floor((double)spawnTileColumn / (double)tileColumnCount); gridRow = TileMathHelper.FixTileIndex(gridRow, gridRowCount); gridColumn = TileMathHelper.FixTileIndex(gridColumn, gridColumnCount); }
/// <summary> /// Create a circular area to a given map /// </summary> /// <param name="map">The map where the area should be placed on</param> /// <param name="rowIndex">Tile row index</param> /// <param name="columnIndex">Tile column index</param> /// <param name="rowCount">Number of rows per grid</param> /// <param name="columnCount">Number of columns per grid</param> /// <param name="radius">Radius of the circle</param> /// <param name="tileSize">Size of a tile in pixel</param> /// <param name="metersPerTile">Size of a tile in meter</param> /// <param name="tileIdValue">Tile id value for the circular area</param> /// <param name="tileFlag">Tile flag</param> /// <param name="allowEdgeManipulation">Allows areas to overlap tiles from other maps</param> /// <returns>Returns the number of changed tiles</returns> private int CreateCircleArea(Tile[] map, int rowIndex, int columnIndex, int rowCount, int columnCount, int radius, int tileSize, float metersPerTile, ushort tileIdValue, byte tileFlag, bool allowEdgeManipulation) { int modified = 0; int minRadiusTile = (int)Math.Ceiling(radius / metersPerTile); int minRadiusPx = minRadiusTile * tileSize; int x = columnIndex * tileSize; int y = rowIndex * tileSize; for (int r = rowIndex - minRadiusTile; r < rowIndex + minRadiusTile; r++) { for (int c = columnIndex - minRadiusTile; c < columnIndex + minRadiusTile; c++) { int realRow = r; int realColumn = c; if (TileMathHelper.IsOutOfRange(r, c, rowCount, columnCount)) { if (allowEdgeManipulation) { realRow = TileMathHelper.FixTileIndex(r, rowCount); realColumn = TileMathHelper.FixTileIndex(c, columnCount); } else { continue; } } int distance = TileMathHelper.GetDistance(x, y, c * tileSize, r * tileSize); if (distance <= minRadiusPx) { int id = TileMathHelper.ToIndex(realRow, realColumn, columnCount); if (map[id].Id == 0) { map[id] = new Tile(tileIdValue, tileFlag); modified++; } } } } return(modified); }
/// <summary> /// Sets a tile value /// </summary> /// <param name="row">Tile row index</param> /// <param name="column">Tile column index</param> /// <param name="value">New tile value</param> public bool SetTileValue(int row, int column, Tile value) { int newGridRow; int newGridColumn; ConvertTileToGridPosition(row, column, out newGridRow, out newGridColumn); int tileMapId = TileMathHelper.ToIndex(newGridRow, newGridColumn, GridColumnCount); int tileRow = TileMathHelper.FixTileIndex(row, TileRowCount); int tileColumn = TileMathHelper.FixTileIndex(column, TileColumnCount); int currentMapIndex = maps.FindIndex(m => m.Id == tileMapId); if (currentMapIndex != -1) { maps[currentMapIndex].MapSurface[TileMathHelper.ToIndex(tileRow, tileColumn, TileColumnCount)] = value; return(true); } return(false); }
/// <summary> /// Updates the grids based one the given tile location /// </summary> /// <param name="currentTileRow">Tile row index</param> /// <param name="currentTileColumn">Tile column index</param> public void Update(int currentTileRow, int currentTileColumn) { int newGridRow; int newGridColumn; ConvertTileToGridPosition(currentTileRow, currentTileColumn, out newGridRow, out newGridColumn); currentMapId = TileMathHelper.ToIndex(newGridRow, newGridColumn, GridColumnCount); tileRow = TileMathHelper.FixTileIndex(currentTileRow, TileRowCount); tileColumn = TileMathHelper.FixTileIndex(currentTileColumn, TileColumnCount); TryMapUpdate(newGridRow, newGridColumn); CurrentMapIndex = maps.FindIndex(m => m.Id == currentMapId); if ((newGridRow != GridRow || newGridColumn != GridColumn) && !newMapRequested) { GridChangeRequested?.Invoke(this, new GridEventArgs(GridRow, GridColumn, maps[4].GridRow, maps[4].GridColumn, false)); gridRow = newGridRow; gridColumn = newGridColumn; Resize(currentTileRow, currentTileColumn); } }
/// <summary> /// Create a circular area to a given map /// </summary> /// <param name="mapIndex">Index of the map</param> /// <param name="maps">Current grids</param> /// <param name="edgeOverrides">Current edge override maps</param> /// <param name="rowIndex">Tile row index</param> /// <param name="columnIndex">Tile column index</param> /// <param name="rowCount">Number of rows per grid</param> /// <param name="columnCount">Number of columns per grid</param> /// <param name="radius">Radius of the circle</param> /// <param name="tileSize">Size of a tile in pixel</param> /// <param name="metersPerTile">Size of a tile in meter</param> /// <param name="tileIdValue">Tile id value for the circular area</param> /// <param name="tileFlags">Tile flags</param> /// <param name="allowEdgeOverflow">Allows areas to overlap tiles from other maps</param> /// <param name="useEdgeNoise">Adds edge noise to the generated area</param> /// <returns>Returns the number of changed tiles</returns> private int CreateCircleArea(int mapIndex, Tile[][] maps, Tile[][] edgeOverrides, int rowIndex, int columnIndex, int rowCount, int columnCount, int radius, int tileSize, float metersPerTile, ushort tileIdValue, byte tileFlags, bool allowEdgeOverflow, bool useEdgeNoise) { int modified = 0; int minRadiusTile = (int)Math.Ceiling(radius / metersPerTile); int minRadiusPx = minRadiusTile * tileSize; int x = columnIndex * tileSize; int y = rowIndex * tileSize; for (int r = rowIndex - minRadiusTile; r < rowIndex + minRadiusTile; r++) { for (int c = columnIndex - minRadiusTile; c < columnIndex + minRadiusTile; c++) { int currentMapIndex = mapIndex; int realRow = r; int realColumn = c; if (TileMathHelper.IsOutOfRange(r, c, rowCount, columnCount)) { if (allowEdgeOverflow) { currentMapIndex = TileMathHelper.GetMapIndex(r, c, rowCount, columnCount, currentMapIndex); if (currentMapIndex >= 0) { realRow = TileMathHelper.FixTileIndex(r, rowCount); realColumn = TileMathHelper.FixTileIndex(c, columnCount); } else { continue; } } else { continue; } } int distance = TileMathHelper.GetDistance(x, y, c * tileSize, r * tileSize); if (distance <= minRadiusPx) { int id = TileMathHelper.ToIndex(realRow, realColumn, columnCount); if (mapIndex == currentMapIndex) { if (maps[currentMapIndex][id].Id == 0) { maps[currentMapIndex][id] = new Tile(tileIdValue, tileFlags); modified++; } } else { if (edgeOverrides[currentMapIndex][id].Id == 0) { edgeOverrides[currentMapIndex][id] = new Tile(tileIdValue, tileFlags); } } } } } return(modified); }