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allow specifying a depth offset for extended auto tiles
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1 changed files with 14 additions and 11 deletions
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@ -55,7 +55,7 @@ namespace MLEM.Graphics {
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/// <summary>
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/// This method allows for a tiled texture to be drawn in an auto-tiling mode.
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/// This allows, for example, a grass patch on a tilemap to have nice looking edges that transfer over into a path without any hard edges between tiles.
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///
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///
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/// This method is a more complex version of <see cref="DrawAutoTile"/> that overlays separate border textures on a base texture, which also allows for non-rectangular texture areas to be used easily.
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/// For auto-tiling in this way to work, the tiles have to be laid out as follows: 17 tiles aligned horizontally within the texture file, with the following information:
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/// <list type="number">
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@ -77,35 +77,38 @@ namespace MLEM.Graphics {
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/// <param name="origin">The origin to draw from.</param>
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/// <param name="scale">The scale to draw with.</param>
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/// <param name="layerDepth">The layer depth to draw with.</param>
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public static void DrawExtendedAutoTile(SpriteBatch batch, Vector2 pos, Texture2D texture, Rectangle textureRegion, ConnectsTo connectsTo, Color backgroundColor, Color overlayColor, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0) {
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/// <param name="overlayDepthOffset">An optional depth offset from <paramref name="layerDepth"/> that the overlay should be drawn with</param>
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public static void DrawExtendedAutoTile(SpriteBatch batch, Vector2 pos, Texture2D texture, Rectangle textureRegion, ConnectsTo connectsTo, Color backgroundColor, Color overlayColor, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, float overlayDepthOffset = 0) {
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var orig = origin ?? Vector2.Zero;
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var sc = scale ?? Vector2.One;
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var od = layerDepth + overlayDepthOffset;
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var (p1, r1, p2, r2, p3, r3, p4, r4) = CalculateExtendedAutoTile(pos, textureRegion, connectsTo, sc);
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batch.Draw(texture, pos, textureRegion, backgroundColor, 0, orig, sc, SpriteEffects.None, layerDepth);
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if (r1 != Rectangle.Empty)
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batch.Draw(texture, p1, r1, overlayColor, 0, orig, sc, SpriteEffects.None, layerDepth);
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batch.Draw(texture, p1, r1, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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if (r2 != Rectangle.Empty)
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batch.Draw(texture, p2, r2, overlayColor, 0, orig, sc, SpriteEffects.None, layerDepth);
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batch.Draw(texture, p2, r2, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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if (r3 != Rectangle.Empty)
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batch.Draw(texture, p3, r3, overlayColor, 0, orig, sc, SpriteEffects.None, layerDepth);
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batch.Draw(texture, p3, r3, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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if (r4 != Rectangle.Empty)
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batch.Draw(texture, p4, r4, overlayColor, 0, orig, sc, SpriteEffects.None, layerDepth);
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batch.Draw(texture, p4, r4, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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}
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/// <inheritdoc cref="DrawExtendedAutoTile"/>
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public static void AddExtendedAutoTile(StaticSpriteBatch batch, Vector2 pos, Texture2D texture, Rectangle textureRegion, ConnectsTo connectsTo, Color backgroundColor, Color overlayColor, float rotation = 0, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0) {
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public static void AddExtendedAutoTile(StaticSpriteBatch batch, Vector2 pos, Texture2D texture, Rectangle textureRegion, ConnectsTo connectsTo, Color backgroundColor, Color overlayColor, float rotation = 0, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, float overlayDepthOffset = 0) {
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var orig = origin ?? Vector2.Zero;
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var sc = scale ?? Vector2.One;
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var od = layerDepth + overlayDepthOffset;
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var (p1, r1, p2, r2, p3, r3, p4, r4) = CalculateExtendedAutoTile(pos, textureRegion, connectsTo, sc);
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batch.Add(texture, pos, textureRegion, backgroundColor, 0, orig, sc, SpriteEffects.None, layerDepth);
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if (r1 != Rectangle.Empty)
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batch.Add(texture, p1, r1, overlayColor, 0, orig, sc, SpriteEffects.None, layerDepth);
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batch.Add(texture, p1, r1, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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if (r2 != Rectangle.Empty)
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batch.Add(texture, p2, r2, overlayColor, 0, orig, sc, SpriteEffects.None, layerDepth);
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batch.Add(texture, p2, r2, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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if (r3 != Rectangle.Empty)
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batch.Add(texture, p3, r3, overlayColor, 0, orig, sc, SpriteEffects.None, layerDepth);
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batch.Add(texture, p3, r3, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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if (r4 != Rectangle.Empty)
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batch.Add(texture, p4, r4, overlayColor, 0, orig, sc, SpriteEffects.None, layerDepth);
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batch.Add(texture, p4, r4, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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}
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private static (Vector2, Rectangle, Vector2, Rectangle, Vector2, Rectangle, Vector2, Rectangle) CalculateAutoTile(Vector2 pos, Rectangle textureRegion, ConnectsTo connectsTo, Vector2 scale) {
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