示例#1
0
文件: Map.cs 项目: GarethIW/LDEngine
        /// <summary>
        /// Draws a single layer of the map
        /// </summary>
        /// <param name="spriteBatch">The SpriteBatch to use to render the layer.</param>
        /// <param name="tileLayer">The layer to draw.</param>
        /// <param name="gameCamera">The camera to use for positioning.</param>
        /// <param name="offset">A pixel amount to offset the tile positioning by</param>
        /// <param name="alpha">Layer opacity.</param>
        /// <param name="color">The color to use when drawing.</param>
        public void DrawLayer(SpriteBatch spriteBatch, Layer layer, Camera gameCamera, Vector2 offset, float alpha, Color color)
        {
            if (!layer.Visible)
                return;

            TileLayer tileLayer = layer as TileLayer;
            if (tileLayer != null)
            {
                Rectangle worldArea = new Rectangle((int)gameCamera.Position.X - (gameCamera.Width+200), (int)gameCamera.Position.Y - (int)(gameCamera.Height*1.5), (gameCamera.Width *2)+400, gameCamera.Height*3);

                // figure out the min and max tile indices to draw
                int minX = Math.Max((int)Math.Floor((float)worldArea.Left / TileWidth), 0);
                int maxX = Math.Min((int)Math.Ceiling((float)worldArea.Right / TileWidth), Width);

                int minY = Math.Max((int)Math.Floor((float)worldArea.Top / TileHeight), 0);
                int maxY = Math.Min((int)Math.Ceiling((float)worldArea.Bottom / TileHeight), Height);

                for (int x = minX; x < maxX; x++)
                {
                    for (int y = minY; y < maxY; y++)
                    {
                        //if ((new Vector2((x * TileWidth) + (TileWidth/2), (y * TileHeight) + (TileHeight/2)) - new Vector2(worldArea.Center.X, worldArea.Center.Y)).Length() < gameCamera.Width * 3f)
                        //{
                            Tile tile = tileLayer.Tiles[x, y];

                            if (tile == null)
                                continue;
                            // - tile.Source.Height + TileHeight;
                            Rectangle r = new Rectangle(x * TileWidth, y * TileHeight, tile.Source.Width, tile.Source.Height);

                            spriteBatch.Draw(tile.Texture, r, tile.Source, color);
                        //}

                    }
                }

            }
        }
示例#2
0
文件: Map.cs 项目: GarethIW/Hunted
        /// <summary>
        /// Draws a single layer as shadows, by layer name
        /// </summary>
        /// <param name="spriteBatch">The SpriteBatch to use to render the layer.</param>
        /// <param name="layerName">The name of the layer to draw.</param>
        /// <param name="gameCamera">The camera to use for positioning.</param>
        /// <param name="shadowOffset">Pixel amount to offset the shadowing by.</param>
        /// <param name="alpha">Shadow opacity</param>
        //public void DrawLayer(SpriteBatch spriteBatch, string layerName, Camera gameCamera, Vector2 shadowOffset, float alpha)
        //{
        //    var l = GetLayer(layerName);
        //    if (l == null)
        //        return;
        //    if (!l.Visible)
        //        return;
        //    TileLayer tileLayer = l as TileLayer;
        //    if (tileLayer != null)
        //    {
        //        //for (float mult = 0f; mult < 1f; mult += 0.1f)
        //        //{
        //        DrawLayer(spriteBatch, l, gameCamera, shadowOffset, alpha, Color.Black, false);
        //        //DrawLayer(spriteBatch, l, gameCamera, shadowOffset, alpha, Color.Black);
        //        //}
        //        //DrawLayer(spriteBatch, l, gameCamera, shadowOffset * 0.5f, alpha * 0.75f, Color.Black);
        //        //DrawLayer(spriteBatch, l, gameCamera, shadowOffset * 0.75f, alpha * 0.5f, Color.Black);
        //        //DrawLayer(spriteBatch, l, gameCamera, shadowOffset, alpha *0.25f, Color.Black);
        //    }
        //}
        /// <summary>
        /// Draws a single layer of the map
        /// </summary>
        /// <param name="spriteBatch">The SpriteBatch to use to render the layer.</param>
        /// <param name="tileLayer">The layer to draw.</param>
        /// <param name="gameCamera">The camera to use for positioning.</param>
        /// <param name="offset">A pixel amount to offset the tile positioning by</param>
        /// <param name="alpha">Layer opacity.</param>
        /// <param name="color">The color to use when drawing.</param>
        public void DrawLayer(SpriteBatch spriteBatch, Layer layer, Camera gameCamera, LightingEngine lightingEngine, Color color)
        {
            if (!layer.Visible)
                return;

            TileLayer tileLayer = layer as TileLayer;
            if (tileLayer != null)
            {
                Rectangle worldArea = new Rectangle((int)((gameCamera.Position.X - (int)(((float)gameCamera.Width)))), (int)((gameCamera.Position.Y - (int)(((float)gameCamera.Height)))), (int)((gameCamera.Width)*2), (int)((gameCamera.Height) *2));

                //Rectangle worldArea = new Rectangle(0, (int)gameCamera.Position.Y - (int)(((float)gameCamera.Height) * (2f-scale)), TileWidth * Width, (int)(((float)gameCamera.Height*2 ) * (3f-(2f*scale))));

                // figure out the min and max tile indices to draw
                worldArea.Inflate((int)((gameCamera.Width / gameCamera.Zoom) - gameCamera.Width), (int)((gameCamera.Height / gameCamera.Zoom) - gameCamera.Height));

                int minX = Math.Max((int)Math.Floor((float)worldArea.Left / TileWidth), 0);
                int maxX = Math.Min((int)Math.Ceiling((float)worldArea.Right / TileWidth), Width);

                int minY = Math.Max((int)Math.Floor((float)worldArea.Top / TileHeight), 0);
                int maxY = Math.Min((int)Math.Ceiling((float)worldArea.Bottom / TileHeight), Height);

                //minX = 0;
                //maxX = 1000;
                //minY = 0;
                //maxY = 1000;

                for (int x = minX; x < maxX; x++)
                {
                    for (int y = minY; y < maxY; y++)
                    {
                        //if ((new Vector2((x * TileWidth) + (TileWidth / 2), (y * TileHeight) + (TileHeight / 2)) - new Vector2(worldArea.Center.X, worldArea.Center.Y)).Length() < gameCamera.Width * 0.75)
                        //{
                            Tile tile = tileLayer.Tiles[x, y];

                            if (tile == null)
                                continue;

                            if (AnimFrame > 0 && tile.Properties.Contains("Anim"))
                            {
                                tile = TileSetDictionary["ts" + (AnimFrame + 1)][TileSetDictionary["ts1"].IndexOf(tile)];
                            }
                            //    if (tile.Properties.Contains("Anim")) tile = Tiles.Where(t => t!=null && t.Properties.Contains("Anim") && t.Properties["Anim"] == tile.Properties["Anim"] + AnimFrame).First();
                            // - tile.Source.Height + TileHeight;
                            //Rectangle r = new Rectangle(x * TileWidth, y * TileHeight, tile.Source.Width, tile.Source.Height);

                        spriteBatch.Draw(tile.Texture, new Vector2((x * TileWidth), (y * TileHeight)), tile.Source, color==Color.White?lightingEngine.CurrentSunColor:color);

                        //if (!AStarWorld.PositionIsFree(new AStar.Point3D(x, y, 0)))
                        //    spriteBatch.Draw(tile.Texture, new Vector2((x * TileWidth), (y * TileHeight)), new Rectangle(0,0,100,100), Color.Red);
                        //}

                    }
                }

            }
        }
示例#3
0
        /// <summary>
        /// Draws a single layer as shadows, by layer name
        /// </summary>
        /// <param name="spriteBatch">The SpriteBatch to use to render the layer.</param>
        /// <param name="layerName">The name of the layer to draw.</param>
        /// <param name="gameCamera">The camera to use for positioning.</param>
        /// <param name="shadowOffset">Pixel amount to offset the shadowing by.</param>
        /// <param name="alpha">Shadow opacity</param>
        //public void DrawLayer(SpriteBatch spriteBatch, string layerName, Camera gameCamera, Vector2 shadowOffset, float alpha)
        //{
        //    var l = GetLayer(layerName);
        //    if (l == null)
        //        return;
        //    if (!l.Visible)
        //        return;
        //    TileLayer tileLayer = l as TileLayer;
        //    if (tileLayer != null)
        //    {
        //        //for (float mult = 0f; mult < 1f; mult += 0.1f)
        //        //{
        //        DrawLayer(spriteBatch, l, gameCamera, shadowOffset, alpha, Color.Black, false);
        //        //DrawLayer(spriteBatch, l, gameCamera, shadowOffset, alpha, Color.Black);
        //        //}
        //        //DrawLayer(spriteBatch, l, gameCamera, shadowOffset * 0.5f, alpha * 0.75f, Color.Black);
        //        //DrawLayer(spriteBatch, l, gameCamera, shadowOffset * 0.75f, alpha * 0.5f, Color.Black);
        //        //DrawLayer(spriteBatch, l, gameCamera, shadowOffset, alpha *0.25f, Color.Black);
        //    }
        //}
        /// <summary>
        /// Draws a single layer of the map
        /// </summary>
        /// <param name="spriteBatch">The SpriteBatch to use to render the layer.</param>
        /// <param name="tileLayer">The layer to draw.</param>
        /// <param name="gameCamera">The camera to use for positioning.</param>
        /// <param name="offset">A pixel amount to offset the tile positioning by</param>
        /// <param name="alpha">Layer opacity.</param>
        /// <param name="color">The color to use when drawing.</param>
        public void DrawLayer(SpriteBatch spriteBatch, Layer layer, Camera gameCamera, Color color, bool silhouette, float scale, Vector2 offset)
        {
            if (!layer.Visible)
                return;

            TileLayer tileLayer = layer as TileLayer;
            if (tileLayer != null)
            {
                Rectangle worldArea = new Rectangle((int)gameCamera.Position.X - (int)(((float)gameCamera.Width *2f)/scale) - (int)offset.X, (int)gameCamera.Position.Y - (int)(((float)gameCamera.Height*2)/scale), (int)((gameCamera.Width * 4)/scale), (int)((gameCamera.Height*4)/scale));

                //Rectangle worldArea = new Rectangle(0, (int)gameCamera.Position.Y - (int)(((float)gameCamera.Height) * (2f-scale)), TileWidth * Width, (int)(((float)gameCamera.Height*2 ) * (3f-(2f*scale))));

                // figure out the min and max tile indices to draw
                int minX = Math.Max((int)Math.Floor((float)worldArea.Left / TileWidth), 0);
                int maxX = Math.Min((int)Math.Ceiling((float)worldArea.Right / TileWidth), Width);

                int minY = Math.Max((int)Math.Floor((float)worldArea.Top / TileHeight), 0);
                int maxY = Math.Min((int)Math.Ceiling((float)worldArea.Bottom / TileHeight), Height);

                for (int x = minX; x < maxX; x++)
                {
                    for (int y = minY; y < maxY; y++)
                    {
                        //if ((new Vector2((x * TileWidth) + (TileWidth / 2), (y * TileHeight) + (TileHeight / 2)) - new Vector2(worldArea.Center.X, worldArea.Center.Y)).Length() < gameCamera.Width * 0.75)
                        //{
                            Tile tile = tileLayer.Tiles[x, y];

                            if (tile == null)
                                continue;
                            // - tile.Source.Height + TileHeight;
                            Rectangle r = new Rectangle((int)(offset.X) + (x * TileWidth), y * TileHeight, tile.Source.Width, tile.Source.Height);

                        spriteBatch.Draw(!silhouette ? tile.Texture : tile.WhiteTexture, r, tile.Source, color);
                        //}

                    }
                }

            }
        }
示例#4
0
        //private Layer collisionLayer;

        internal Map(ContentReader reader)
        {
            // read in the basic map information
            Version     = new Version(reader.ReadString());
            Orientation = (Orientation)reader.ReadByte();
            Width       = reader.ReadInt32();
            Height      = reader.ReadInt32();
            TileWidth   = reader.ReadInt32();
            TileHeight  = reader.ReadInt32();
            Properties  = new PropertyCollection();
            Properties.Read(reader);

            // create a list for our tiles
            List <Tile> tiles = new List <Tile>();

            Tiles = new Collection <Tile>(tiles);

            // read in each tile set
            int numTileSets = reader.ReadInt32();

            for (int i = 0; i < numTileSets; i++)
            {
                // get the id and texture
                int    firstId      = reader.ReadInt32();
                string tilesetName  = reader.ReadString();
                bool   collisionSet = reader.ReadBoolean();

                Texture2D texture      = reader.ReadExternalReference <Texture2D>();
                Texture2D whiteTexture = null;// reader.ReadExternalReference<Texture2D>();

                // Read in color data for collision purposes
                // You'll probably want to limit this to just the tilesets that are used for collision
                // I'm checking for the name of my tileset that contains wall tiles
                // Color data takes up a fair bit of RAM
                Color[] collisionData    = null;
                bool[]  collisionBitData = null;
                if (collisionSet)
                {
                    collisionData    = new Color[texture.Width * texture.Height];
                    collisionBitData = new bool[texture.Width * texture.Height];
                    texture.GetData <Color>(collisionData);
                    for (int col = 0; col < collisionData.Length; col++)
                    {
                        if (collisionData[col].A > 0)
                        {
                            collisionBitData[col] = true;
                        }
                    }
                    collisionData = null;
                }

                // read in each individual tile
                int numTiles = reader.ReadInt32();
                for (int j = 0; j < numTiles; j++)
                {
                    int                id     = firstId + j;
                    Rectangle          source = reader.ReadObject <Rectangle>();
                    PropertyCollection props  = new PropertyCollection();
                    props.Read(reader);

                    Tile t = new Tile(texture, whiteTexture, source, props, collisionBitData, id);
                    while (id >= tiles.Count)
                    {
                        tiles.Add(null);
                    }
                    tiles.Insert(id, t);
                }
            }

            // read in all the layers
            List <Layer> layers = new List <Layer>();

            Layers = new ReadOnlyCollection <Layer>(layers);
            int numLayers = reader.ReadInt32();

            for (int i = 0; i < numLayers; i++)
            {
                Layer layer = null;

                // read generic layer data
                string             type    = reader.ReadString();
                string             name    = reader.ReadString();
                int                width   = reader.ReadInt32();
                int                height  = reader.ReadInt32();
                bool               visible = reader.ReadBoolean();
                float              opacity = reader.ReadSingle();
                PropertyCollection props   = new PropertyCollection();
                props.Read(reader);

                // using the type, figure out which object to create
                if (type == "layer")
                {
                    int[] data = reader.ReadObject <int[]>();
                    layer = new TileLayer(name, width, height, visible, opacity, props, this, data);
                }
                else if (type == "objectgroup")
                {
                    List <MapObject> objects = new List <MapObject>();

                    // read in all of our objects
                    int numObjects = reader.ReadInt32();
                    for (int j = 0; j < numObjects; j++)
                    {
                        string             objName   = reader.ReadString();
                        string             objType   = reader.ReadString();
                        Rectangle          objLoc    = reader.ReadObject <Rectangle>();
                        List <Point>       objPoints = reader.ReadObject <List <Point> >();
                        PropertyCollection objProps  = new PropertyCollection();
                        objProps.Read(reader);

                        objects.Add(new MapObject(objName, objType, objLoc, objPoints, objProps));
                    }

                    layer = new MapObjectLayer(name, width, height, visible, opacity, props, objects);
                }
                else
                {
                    throw new Exception("Invalid type: " + type);
                }

                layers.Add(layer);
                namedLayers.Add(name, layer);
            }
        }
示例#5
0
文件: Map.cs 项目: GarethIW/HeroBash
        /// <summary>
        /// Draws a single layer of the map
        /// </summary>
        /// <param name="spriteBatch">The SpriteBatch to use to render the layer.</param>
        /// <param name="tileLayer">The layer to draw.</param>
        /// <param name="gameCamera">The camera to use for positioning.</param>
        /// <param name="offset">A pixel amount to offset the tile positioning by</param>
        /// <param name="alpha">Layer opacity.</param>
        /// <param name="color">The color to use when drawing.</param>
        public void DrawLayer(SpriteBatch spriteBatch, Layer layer, Camera gameCamera, Vector2 offset, float alpha, Color color)
        {
            if (!layer.Visible)
                return;

            TileLayer tileLayer = layer as TileLayer;
            if (tileLayer != null)
            {
                // Calculate scroll offset
                Vector2 scrollOffset = Vector2.One;

                if (tileLayer.Properties.Contains("ScrollOffsetX"))
                    scrollOffset.X = float.Parse(tileLayer.Properties["ScrollOffsetX"]);
                if (tileLayer.Properties.Contains("ScrollOffsetY"))
                    scrollOffset.Y = float.Parse(tileLayer.Properties["ScrollOffsetY"]);

                Vector2 drawPos = new Vector2(-TileWidth, -TileHeight);

                // Calculate remainders
                drawPos.X -= (int)(gameCamera.Position.X * scrollOffset.X) % TileWidth;
                drawPos.Y -= (int)(gameCamera.Position.Y * scrollOffset.Y) % TileHeight;

                // Add shadow offset
                drawPos += offset;

                // Convert the draw position to ints to avoid odd artifacting
                drawPos.X = (int)drawPos.X;
                drawPos.Y = (int)drawPos.Y;

                float originalX = drawPos.X;

                for (int y = (int)((gameCamera.Position.Y * scrollOffset.Y) / TileHeight)-1; y < (((gameCamera.Position.Y * scrollOffset.Y) + gameCamera.Height) / TileHeight)+1; y++)
                {
                    for (int x = (int)((gameCamera.Position.X * scrollOffset.X) / TileWidth)-1; x < (((gameCamera.Position.X * scrollOffset.X) + gameCamera.Width) / TileWidth)+1; x++)
                    {
                        if (x >= 0 && x < tileLayer.Width && y >= 0 && y < tileLayer.Height)
                        {
                            Tile tile = tileLayer.Tiles[x, y];

                            if (tile != null && tile.Texture!=null)
                            {

                                spriteBatch.Draw(tile.Texture, drawPos, tile.Source, color * alpha);

                            }
                        }

                        drawPos.X += TileWidth;
                    }
                    drawPos.X = originalX;
                    drawPos.Y += TileHeight;
                }
            }
        }
示例#6
0
        /// <summary>
        /// Draws an area of the map defined in world space (pixel) coordinates.
        /// </summary>
        /// <param name="spriteBatch">The SpriteBatch to use to render the map.</param>
        /// <param name="worldArea">The area of the map to draw in world coordinates.</param>
        public void DrawLayer(SpriteBatch spriteBatch, Layer layer, Rectangle worldArea)
        {
            if (spriteBatch == null)
                throw new ArgumentNullException("spriteBatch");

            if (Orientation == Orientation.Orthogonal)
            {
                // figure out the min and max tile indices to draw
                int minX = Math.Max((int)Math.Floor((float)worldArea.Left / TileWidth), 0);
                int maxX = Math.Min((int)Math.Ceiling((float)worldArea.Right / TileWidth), Width);

                int minY = Math.Max((int)Math.Floor((float)worldArea.Top / TileHeight), 0);
                int maxY = Math.Min((int)Math.Ceiling((float)worldArea.Bottom / TileHeight), Height);

                if (!layer.Visible)
                    return;

                TileLayer tileLayer = layer as TileLayer;
                if (tileLayer != null)
                {
                    for (int x = minX; x < maxX; x++)
                    {
                        for (int y = minY; y < maxY; y++)
                        {
                            Tile tile = tileLayer.Tiles[x, y];

                            if (tile == null)
                                continue;

                            Rectangle r = new Rectangle(x * TileWidth, y * TileHeight - tile.Source.Height + TileHeight, tile.Source.Width, tile.Source.Height);
                            tile.DrawOrthographic(spriteBatch, r, tileLayer.Opacity);
                        }
                    }
                }
            }
            else
            {
                throw new NotSupportedException("TiledLib does not have built in support for rendering isometric tile maps.");
            }
        }