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MLEM/Demos/AutoTilingDemo.cs

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Extensions;
using MLEM.Graphics;
using MLEM.Startup;
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using MLEM.Textures;
namespace Demos {
/// <summary>
/// This is a demo for <see cref="AutoTiling"/>.
/// </summary>
public class AutoTilingDemo : Demo {
private const int TileSize = 8;
private Texture2D texture;
private string[] layout;
public AutoTilingDemo(MlemGame game) : base(game) {
}
public override void LoadContent() {
base.LoadContent();
// The layout of the texture is important for auto tiling to work correctly, and is explained in the XML docs for the methods used
this.texture = LoadContent<Texture2D>("Textures/AutoTiling");
// in this example, a simple string array is used for layout purposes. As the AutoTiling method allows any kind of
// comparison, the actual implementation can vary (for instance, based on a more in-depth tile map)
this.layout = new[] {
"XXX X ",
"XXXXXX",
"XXX X",
"XXXXX ",
" X "
};
}
public override void DoDraw(GameTime gameTime) {
this.GraphicsDevice.Clear(Color.Black);
// drawing the auto tiles
this.SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, transformMatrix: Matrix.CreateScale(10));
for (var x = 0; x < 6; x++) {
for (var y = 0; y < 5; y++) {
// don't draw non-grass tiles ( )
if (this.layout[y][x] != 'X')
continue;
var x1 = x;
var y1 = y;
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// the connectsTo function determines for any given tile if it should connect to, that is, auto-tile with the
// neighbor in the supplied offset direction. In this example, the layout determines where grass tiles are (X)
// and where there are none ( ).
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bool ConnectsTo(int xOff, int yOff) {
// don't auto-tile out of bounds
if (x1 + xOff < 0 || y1 + yOff < 0 || x1 + xOff >= 6 || y1 + yOff >= 5)
return false;
// check if the neighboring tile is also grass (X)
return this.layout[y1 + yOff][x1 + xOff] == 'X';
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}
// the texture region supplied to the AutoTiling method should only encompass the first filler tile's location and size
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AutoTiling.DrawAutoTile(this.SpriteBatch, new Vector2(x + 1, y + 1) * TileSize, new TextureRegion(this.texture, 0, 0, TileSize, TileSize), ConnectsTo, Color.White);
// when drawing extended auto-tiles, the same rules apply, but the source texture layout is different
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var background = new TextureRegion(this.texture, 0, TileSize * 2, TileSize, TileSize);
var overlay = new TextureRegion(this.texture, background.Area.OffsetCopy(new Point(TileSize, 0)));
AutoTiling.DrawExtendedAutoTile(this.SpriteBatch, new Vector2(x + 8, y + 1) * TileSize, background, overlay, ConnectsTo, Color.White, Color.White);
}
}
this.SpriteBatch.End();
base.DoDraw(gameTime);
}
}
}