示例#1
0
        private void DrawGridHex(Graphics g)
        {
            // Our collection of points to render
            HashSet <Point> points = new HashSet <Point>();

            // Note: borrowed heavily from Tiled source (HexagonalRenderer::drawGrid)
            int tileWidth  = this.tmxMap.TileWidth & ~1;
            int tileHeight = this.tmxMap.TileHeight & ~1;

            int sideLengthX = tmxMap.StaggerAxis == TmxMap.MapStaggerAxis.X ? tmxMap.HexSideLength : 0;
            int sideLengthY = tmxMap.StaggerAxis == TmxMap.MapStaggerAxis.Y ? tmxMap.HexSideLength : 0;

            int sideOffsetX = (tmxMap.TileWidth - sideLengthX) / 2;
            int sideOffsetY = (tmxMap.TileHeight - sideLengthY) / 2;

            int columnWidth = sideOffsetX + sideLengthX;
            int rowHeight   = sideOffsetY + sideLengthY;

            bool staggerX = this.tmxMap.StaggerAxis == TmxMap.MapStaggerAxis.X;

            // Determine the tile and pixel coordinates to start at
            Point startTile = new Point(0, 0);
            Point startPos  = TmxMath.TileCornerInScreenCoordinates(this.tmxMap, startTile.X, startTile.Y);

            Point[] oct = new Point[8]
            {
                new Point(0, tileHeight - sideOffsetY),
                new Point(0, sideOffsetY),
                new Point(sideOffsetX, 0),
                new Point(tileWidth - sideOffsetX, 0),
                new Point(tileWidth, sideOffsetY),
                new Point(tileWidth, tileHeight - sideOffsetY),
                new Point(tileWidth - sideOffsetX, tileHeight),
                new Point(sideOffsetX, tileHeight)
            };

            if (staggerX)
            {
                // Odd row shifting is applied in the rendering loop, so un-apply it here
                if (TmxMath.DoStaggerX(this.tmxMap, startTile.X))
                {
                    startPos.Y -= rowHeight;
                }

                for (; startTile.X < GetMaxTilesWide(this.tmxMap); startTile.X++)
                {
                    Point rowTile = startTile;
                    Point rowPos  = startPos;

                    if (TmxMath.DoStaggerX(this.tmxMap, startTile.X))
                    {
                        rowPos.Y += rowHeight;
                    }

                    for (; rowTile.Y < GetMaxTilesHigh(this.tmxMap); rowTile.Y++)
                    {
                        points.Add(TmxMath.AddPoints(rowPos, oct[1]));
                        points.Add(TmxMath.AddPoints(rowPos, oct[2]));
                        points.Add(TmxMath.AddPoints(rowPos, oct[3]));
                        points.Add(TmxMath.AddPoints(rowPos, oct[4]));

                        bool isStaggered = TmxMath.DoStaggerX(tmxMap, startTile.X);
                        bool lastRow     = rowTile.Y == tmxMap.Height - 1;
                        bool lastColumn  = rowTile.X == tmxMap.Width - 1;
                        bool bottomLeft  = rowTile.X == 0 || (lastRow && isStaggered);
                        bool bottomRight = lastColumn || (lastRow && isStaggered);

                        if (bottomRight)
                        {
                            points.Add(TmxMath.AddPoints(rowPos, oct[5]));
                            points.Add(TmxMath.AddPoints(rowPos, oct[6]));
                        }
                        if (lastRow)
                        {
                            points.Add(TmxMath.AddPoints(rowPos, oct[6]));
                            points.Add(TmxMath.AddPoints(rowPos, oct[7]));
                        }
                        if (bottomLeft)
                        {
                            points.Add(TmxMath.AddPoints(rowPos, oct[7]));
                            points.Add(TmxMath.AddPoints(rowPos, oct[0]));
                        }

                        rowPos.Y += tileHeight + sideLengthY;
                    }

                    startPos.X += columnWidth;
                }
            }
            else
            {
                // Odd row shifting is applied in the rendering loop, so un-apply it here
                if (TmxMath.DoStaggerY(this.tmxMap, startTile.Y))
                {
                    startPos.X -= columnWidth;
                }

                for (; startTile.Y < tmxMap.Height; startTile.Y++)
                {
                    Point rowTile = startTile;
                    Point rowPos  = startPos;

                    if (TmxMath.DoStaggerY(this.tmxMap, startTile.Y))
                    {
                        rowPos.X += columnWidth;
                    }

                    for (; rowTile.X < this.tmxMap.Width; rowTile.X++)
                    {
                        points.Add(TmxMath.AddPoints(rowPos, oct[0]));
                        points.Add(TmxMath.AddPoints(rowPos, oct[1]));
                        points.Add(TmxMath.AddPoints(rowPos, oct[2]));
                        points.Add(TmxMath.AddPoints(rowPos, oct[3]));
                        points.Add(TmxMath.AddPoints(rowPos, oct[4]));


                        bool isStaggered = TmxMath.DoStaggerY(this.tmxMap, startTile.Y);
                        bool lastRow     = rowTile.Y == this.tmxMap.Height - 1;
                        bool lastColumn  = rowTile.Y == this.tmxMap.Width - 1;
                        bool bottomLeft  = lastRow || (rowTile.X == 0 && !isStaggered);
                        bool bottomRight = lastRow || (lastColumn && isStaggered);

                        if (lastColumn)
                        {
                            points.Add(TmxMath.AddPoints(rowPos, oct[4]));
                            points.Add(TmxMath.AddPoints(rowPos, oct[5]));
                        }
                        if (bottomRight)
                        {
                            points.Add(TmxMath.AddPoints(rowPos, oct[5]));
                            points.Add(TmxMath.AddPoints(rowPos, oct[6]));
                        }
                        if (bottomLeft)
                        {
                            points.Add(TmxMath.AddPoints(rowPos, oct[7]));
                            points.Add(TmxMath.AddPoints(rowPos, oct[0]));
                        }

                        rowPos.X += tileWidth + sideLengthX;
                    }

                    startPos.Y += rowHeight;
                }
            }

            foreach (var p in points)
            {
                RectangleF rc = new RectangleF(p.X, p.Y, Tiled2UnityViewer.GridSize, Tiled2UnityViewer.GridSize);
                rc.Offset(-Tiled2UnityViewer.GridSize * 0.5f, -Tiled2UnityViewer.GridSize * 0.5f);

                g.FillRectangle(Brushes.White, rc);
                g.DrawRectangle(Pens.Black, rc.X, rc.Y, rc.Width, rc.Height);
            }
        }
示例#2
0
        private void DrawGridQuad(Graphics g)
        {
            HashSet <Point> points = new HashSet <Point>();

            for (int x = 0; x < GetMaxTilesWide(this.tmxMap); ++x)
            {
                for (int y = 0; y < GetMaxTilesHigh(this.tmxMap); ++y)
                {
                    // Add the "top-left" corner of a tile
                    points.Add(TmxMath.TileCornerInGridCoordinates(this.tmxMap, x, y));

                    // Add all other corners of the tile to our list of grid points
                    // This is complicated by different map types (espcially staggered isometric)
                    if (this.tmxMap.Orientation == TmxMap.MapOrientation.Orthogonal || this.tmxMap.Orientation == TmxMap.MapOrientation.Isometric)
                    {
                        points.Add(TmxMath.TileCornerInGridCoordinates(this.tmxMap, x + 1, y));
                        points.Add(TmxMath.TileCornerInGridCoordinates(this.tmxMap, x + 1, y + 1));
                        points.Add(TmxMath.TileCornerInGridCoordinates(this.tmxMap, x, y + 1));
                    }
                    else if (this.tmxMap.Orientation == TmxMap.MapOrientation.Staggered)
                    {
                        bool sx = TmxMath.DoStaggerX(this.tmxMap, x);
                        bool sy = TmxMath.DoStaggerY(this.tmxMap, y);

                        if (sx)
                        {
                            // top-right, bottom-right, and bottom-left
                            points.Add(TmxMath.TileCornerInGridCoordinates(this.tmxMap, x + 1, y + 1));
                            points.Add(TmxMath.TileCornerInGridCoordinates(this.tmxMap, x, y + 1));
                            points.Add(TmxMath.TileCornerInGridCoordinates(this.tmxMap, x - 1, y + 1));
                        }
                        else if (sy)
                        {
                            // top-right, bottom-right, and bottom-left
                            points.Add(TmxMath.TileCornerInGridCoordinates(this.tmxMap, x + 1, y + 1));
                            points.Add(TmxMath.TileCornerInGridCoordinates(this.tmxMap, x, y + 2));
                            points.Add(TmxMath.TileCornerInGridCoordinates(this.tmxMap, x, y + 1));
                        }
                        else if (this.tmxMap.StaggerAxis == TmxMap.MapStaggerAxis.X)
                        {
                            // top-right, bottom-right, and bottom-left
                            points.Add(TmxMath.TileCornerInGridCoordinates(this.tmxMap, x + 1, y));
                            points.Add(TmxMath.TileCornerInGridCoordinates(this.tmxMap, x, y + 1));
                            points.Add(TmxMath.TileCornerInGridCoordinates(this.tmxMap, x - 1, y));
                        }
                        else if (this.tmxMap.StaggerAxis == TmxMap.MapStaggerAxis.Y)
                        {
                            // top-right, bottom-right, and bottom-left
                            points.Add(TmxMath.TileCornerInGridCoordinates(this.tmxMap, x, y + 1));
                            points.Add(TmxMath.TileCornerInGridCoordinates(this.tmxMap, x, y + 2));
                            points.Add(TmxMath.TileCornerInGridCoordinates(this.tmxMap, x - 1, y + 1));
                        }
                    }
                }
            }

            foreach (var p in points)
            {
                RectangleF rc = new RectangleF(p.X, p.Y, Tiled2UnityViewer.GridSize, Tiled2UnityViewer.GridSize);
                rc.Offset(-Tiled2UnityViewer.GridSize * 0.5f, -Tiled2UnityViewer.GridSize * 0.5f);

                g.FillRectangle(Brushes.White, rc);
                g.DrawRectangle(Pens.Black, rc.X, rc.Y, rc.Width, rc.Height);
            }
        }