2019-08-14 14:15:07 +02:00
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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2021-12-03 20:59:56 +01:00
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using MLEM.Extensions;
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2021-11-29 21:24:08 +01:00
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using MLEM.Graphics;
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2019-08-14 14:15:07 +02:00
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using MLEM.Startup;
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2021-12-03 21:10:19 +01:00
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using MLEM.Textures;
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2019-08-14 14:15:07 +02:00
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namespace Demos {
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/// <summary>
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/// This is a demo for <see cref="AutoTiling"/>.
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/// </summary>
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2019-09-01 11:55:41 +02:00
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public class AutoTilingDemo : Demo {
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private const int TileSize = 8;
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private Texture2D texture;
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private string[] layout;
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2021-12-28 14:56:11 +01:00
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public AutoTilingDemo(MlemGame game) : base(game) {}
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public override void LoadContent() {
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base.LoadContent();
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// The layout of the texture is important for auto tiling to work correctly, and is explained in the XML docs for the methods used
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this.texture = LoadContent<Texture2D>("Textures/AutoTiling");
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// in this example, a simple string array is used for layout purposes. As the AutoTiling method allows any kind of
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// comparison, the actual implementation can vary (for instance, based on a more in-depth tile map)
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this.layout = new[] {
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"XXX X ",
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"XXXXXX",
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"XXX X",
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"XXXXX ",
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" X "
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};
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}
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public override void DoDraw(GameTime gameTime) {
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this.GraphicsDevice.Clear(Color.Black);
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// drawing the auto tiles
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this.SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, transformMatrix: Matrix.CreateScale(10));
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for (var x = 0; x < 6; x++) {
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for (var y = 0; y < 5; y++) {
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// don't draw non-grass tiles ( )
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if (this.layout[y][x] != 'X')
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continue;
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var x1 = x;
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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
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// neighbor in the supplied offset direction. In this example, the layout determines where grass tiles are (X)
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// and where there are none ( ).
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bool ConnectsTo(int xOff, int yOff) {
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// don't auto-tile out of bounds
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if (x1 + xOff < 0 || y1 + yOff < 0 || x1 + xOff >= 6 || y1 + yOff >= 5)
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return false;
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// check if the neighboring tile is also grass (X)
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return this.layout[y1 + yOff][x1 + xOff] == 'X';
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}
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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);
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// 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);
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var overlay = new TextureRegion(this.texture, background.Area.OffsetCopy(new Point(TileSize, 0)));
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AutoTiling.DrawExtendedAutoTile(this.SpriteBatch, new Vector2(x + 8, y + 1) * TileSize, background, overlay, ConnectsTo, Color.White, Color.White);
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}
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}
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this.SpriteBatch.End();
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base.DoDraw(gameTime);
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}
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}
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}
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