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added a uniform texture atlas class
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4 changed files with 48 additions and 10 deletions
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@ -19,13 +19,20 @@ namespace Demos {
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public override void LoadContent() {
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public override void LoadContent() {
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base.LoadContent();
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base.LoadContent();
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var tex = LoadContent<Texture2D>("Textures/Anim");
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// create a uniform texture atlas with a width and height of 4
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// this means that, no matter how many pixels the texture has, it will always have 4 * 4 regions in total
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// this allows for texture artists to change the resolution of a texture atlas without every texture region
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// using it having wrong coordinates and/or sizes
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// the regions that are part of the atlas are then referenced by region coordinates rather than texture coordinates
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// (as seen below)
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var atlas = new UniformTextureAtlas(LoadContent<Texture2D>("Textures/Anim"), 4, 4);
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// create the four animations by supplying the time per frame, the texture and the four regions used
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// create the four animations by supplying the time per frame, and the four regions used
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var downAnim = new SpriteAnimation(0.2F, tex, new Rectangle(0, 0, 8, 8), new Rectangle(0, 8, 8, 8), new Rectangle(0, 16, 8, 8), new Rectangle(0, 24, 8, 8)) {Name = "Down"};
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// note that you don't need to use a texture atlas for this, you can also simply supply the texture and the regions manually here
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var upAnim = new SpriteAnimation(0.2F, tex, new Rectangle(8, 0, 8, 8), new Rectangle(8, 8, 8, 8), new Rectangle(8, 16, 8, 8), new Rectangle(8, 24, 8, 8)) {Name = "Up"};
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var downAnim = new SpriteAnimation(0.2F, atlas[0, 0], atlas[0, 1], atlas[0, 2], atlas[0, 3]) {Name = "Down"};
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var leftAnim = new SpriteAnimation(0.2F, tex, new Rectangle(16, 0, 8, 8), new Rectangle(16, 8, 8, 8), new Rectangle(16, 16, 8, 8), new Rectangle(16, 24, 8, 8)) {Name = "Left"};
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var upAnim = new SpriteAnimation(0.2F, atlas[1, 0], atlas[1, 1], atlas[1, 2], atlas[1, 3]) {Name = "Up"};
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var rightAnim = new SpriteAnimation(0.2F, tex, new Rectangle(24, 0, 8, 8), new Rectangle(24, 8, 8, 8), new Rectangle(24, 16, 8, 8), new Rectangle(24, 24, 8, 8)) {Name = "Right"};
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var leftAnim = new SpriteAnimation(0.2F, atlas[2, 0], atlas[2, 1], atlas[2, 2], atlas[2, 3]) {Name = "Left"};
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var rightAnim = new SpriteAnimation(0.2F, atlas[3, 0], atlas[3, 1], atlas[3, 2], atlas[3, 3]) {Name = "Right"};
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// create a sprite animation group which manages a list of animations and figures out which one should
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// create a sprite animation group which manages a list of animations and figures out which one should
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// be playing right now based on supplied conditions
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// be playing right now based on supplied conditions
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@ -41,7 +48,7 @@ namespace Demos {
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// you can also add a priority to an animation in the group (10 in this case, which is higher than the default of 0)
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// you can also add a priority to an animation in the group (10 in this case, which is higher than the default of 0)
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// if two animations' playing conditions are both true, then the one with the higher priority will be picked to play
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// if two animations' playing conditions are both true, then the one with the higher priority will be picked to play
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// in this instance, a standing "animation" is displayed when we're facing down and also holding the space key
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// in this instance, a standing "animation" is displayed when we're facing down and also holding the space key
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this.group.Add(new SpriteAnimation(1F, tex, new Rectangle(0, 0, 8, 8)) {Name = "DownStanding"}, () => this.facing == Direction2.Down && this.InputHandler.IsKeyDown(Keys.Space), 10);
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this.group.Add(new SpriteAnimation(1F, atlas[0, 0]) {Name = "DownStanding"}, () => this.facing == Direction2.Down && this.InputHandler.IsKeyDown(Keys.Space), 10);
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// you can also add a callback to see when the animation used changes
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// you can also add a callback to see when the animation used changes
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this.group.OnAnimationChanged += (anim, newAnim) => {
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this.group.OnAnimationChanged += (anim, newAnim) => {
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@ -67,7 +74,7 @@ namespace Demos {
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}
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}
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public override void DoDraw(GameTime gameTime) {
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public override void DoDraw(GameTime gameTime) {
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this.GraphicsDevice.Clear(Color.Black);
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this.GraphicsDevice.Clear(Color.CornflowerBlue);
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this.SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, transformMatrix: Matrix.CreateScale(10));
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this.SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, transformMatrix: Matrix.CreateScale(10));
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// draw the group's current region
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// draw the group's current region
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Before Width: | Height: | Size: 894 B After Width: | Height: | Size: 710 B |
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@ -17,7 +17,7 @@ namespace Demos {
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static GameImpl() {
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static GameImpl() {
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Demos.Add("Ui", game => new UiDemo(game));
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Demos.Add("Ui", game => new UiDemo(game));
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Demos.Add("Animation", game => new AnimationDemo(game));
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Demos.Add("Animation and Texture Atlas", game => new AnimationDemo(game));
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Demos.Add("Auto Tiling", game => new AutoTilingDemo(game));
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Demos.Add("Auto Tiling", game => new AutoTilingDemo(game));
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Demos.Add("Pathfinding", game => new PathfindingDemo(game));
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Demos.Add("Pathfinding", game => new PathfindingDemo(game));
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}
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}
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31
MLEM/Textures/UniformTextureAtlas.cs
Normal file
31
MLEM/Textures/UniformTextureAtlas.cs
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@ -0,0 +1,31 @@
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace MLEM.Textures {
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public class UniformTextureAtlas {
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public readonly Texture2D Texture;
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public readonly int RegionAmountX;
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public readonly int RegionAmountY;
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public TextureRegion this[Point point] => this.regions.TryGetValue(point, out var region) ? region : null;
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public TextureRegion this[int x, int y] => this[new Point(x, y)];
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private readonly Dictionary<Point, TextureRegion> regions = new Dictionary<Point, TextureRegion>();
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public UniformTextureAtlas(Texture2D texture, int regionAmountX, int regionAmountY) {
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this.Texture = texture;
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this.RegionAmountX = regionAmountX;
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this.RegionAmountY = regionAmountY;
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var regionWidth = texture.Width / regionAmountX;
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var regionHeight = texture.Height / regionAmountY;
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for (var x = 0; x < regionAmountX; x++) {
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for (var y = 0; y < regionAmountY; y++) {
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this.regions.Add(new Point(x, y), new TextureRegion(texture, x * regionWidth, y * regionHeight, regionWidth, regionHeight));
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}
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}
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}
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}
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}
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