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added a uniform texture atlas class

This commit is contained in:
Ellpeck 2019-09-11 20:50:21 +02:00
parent db606143d1
commit 3b76ff1f2a
4 changed files with 48 additions and 10 deletions

View file

@ -19,13 +19,20 @@ namespace Demos {
public override void LoadContent() { public override void LoadContent() {
base.LoadContent(); base.LoadContent();
var tex = LoadContent<Texture2D>("Textures/Anim"); // create a uniform texture atlas with a width and height of 4
// this means that, no matter how many pixels the texture has, it will always have 4 * 4 regions in total
// this allows for texture artists to change the resolution of a texture atlas without every texture region
// using it having wrong coordinates and/or sizes
// the regions that are part of the atlas are then referenced by region coordinates rather than texture coordinates
// (as seen below)
var atlas = new UniformTextureAtlas(LoadContent<Texture2D>("Textures/Anim"), 4, 4);
// create the four animations by supplying the time per frame, the texture and the four regions used // create the four animations by supplying the time per frame, and the four regions used
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"}; // 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
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"}; var downAnim = new SpriteAnimation(0.2F, atlas[0, 0], atlas[0, 1], atlas[0, 2], atlas[0, 3]) {Name = "Down"};
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"}; var upAnim = new SpriteAnimation(0.2F, atlas[1, 0], atlas[1, 1], atlas[1, 2], atlas[1, 3]) {Name = "Up"};
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"}; var leftAnim = new SpriteAnimation(0.2F, atlas[2, 0], atlas[2, 1], atlas[2, 2], atlas[2, 3]) {Name = "Left"};
var rightAnim = new SpriteAnimation(0.2F, atlas[3, 0], atlas[3, 1], atlas[3, 2], atlas[3, 3]) {Name = "Right"};
// create a sprite animation group which manages a list of animations and figures out which one should // create a sprite animation group which manages a list of animations and figures out which one should
// be playing right now based on supplied conditions // be playing right now based on supplied conditions
@ -41,7 +48,7 @@ namespace Demos {
// you can also add a priority to an animation in the group (10 in this case, which is higher than the default of 0) // you can also add a priority to an animation in the group (10 in this case, which is higher than the default of 0)
// if two animations' playing conditions are both true, then the one with the higher priority will be picked to play // if two animations' playing conditions are both true, then the one with the higher priority will be picked to play
// in this instance, a standing "animation" is displayed when we're facing down and also holding the space key // in this instance, a standing "animation" is displayed when we're facing down and also holding the space key
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); this.group.Add(new SpriteAnimation(1F, atlas[0, 0]) {Name = "DownStanding"}, () => this.facing == Direction2.Down && this.InputHandler.IsKeyDown(Keys.Space), 10);
// you can also add a callback to see when the animation used changes // you can also add a callback to see when the animation used changes
this.group.OnAnimationChanged += (anim, newAnim) => { this.group.OnAnimationChanged += (anim, newAnim) => {
@ -67,7 +74,7 @@ namespace Demos {
} }
public override void DoDraw(GameTime gameTime) { public override void DoDraw(GameTime gameTime) {
this.GraphicsDevice.Clear(Color.Black); this.GraphicsDevice.Clear(Color.CornflowerBlue);
this.SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, transformMatrix: Matrix.CreateScale(10)); this.SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, transformMatrix: Matrix.CreateScale(10));
// draw the group's current region // draw the group's current region

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@ -17,8 +17,8 @@ namespace Demos {
static GameImpl() { static GameImpl() {
Demos.Add("Ui", game => new UiDemo(game)); Demos.Add("Ui", game => new UiDemo(game));
Demos.Add("Animation", game => new AnimationDemo(game)); Demos.Add("Animation and Texture Atlas", game => new AnimationDemo(game));
Demos.Add("AutoTiling", game => new AutoTilingDemo(game)); Demos.Add("Auto Tiling", game => new AutoTilingDemo(game));
Demos.Add("Pathfinding", game => new PathfindingDemo(game)); Demos.Add("Pathfinding", game => new PathfindingDemo(game));
} }

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@ -0,0 +1,31 @@
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace MLEM.Textures {
public class UniformTextureAtlas {
public readonly Texture2D Texture;
public readonly int RegionAmountX;
public readonly int RegionAmountY;
public TextureRegion this[Point point] => this.regions.TryGetValue(point, out var region) ? region : null;
public TextureRegion this[int x, int y] => this[new Point(x, y)];
private readonly Dictionary<Point, TextureRegion> regions = new Dictionary<Point, TextureRegion>();
public UniformTextureAtlas(Texture2D texture, int regionAmountX, int regionAmountY) {
this.Texture = texture;
this.RegionAmountX = regionAmountX;
this.RegionAmountY = regionAmountY;
var regionWidth = texture.Width / regionAmountX;
var regionHeight = texture.Height / regionAmountY;
for (var x = 0; x < regionAmountX; x++) {
for (var y = 0; y < regionAmountY; y++) {
this.regions.Add(new Point(x, y), new TextureRegion(texture, x * regionWidth, y * regionHeight, regionWidth, regionHeight));
}
}
}
}
}