1
0
Fork 0
mirror of https://github.com/Ellpeck/MLEM.git synced 2024-11-25 22:18:34 +01:00

Allow using StaticSpriteBatch for AutoTiling

This commit is contained in:
Ell 2021-11-27 14:27:56 +01:00
parent aa94217fc6
commit 5cb77be410
2 changed files with 45 additions and 18 deletions

View file

@ -21,6 +21,7 @@ Improvements
- Exposed the epsilon value used by Camera - Exposed the epsilon value used by Camera
- Added Padding.Empty - Added Padding.Empty
- Throw an exception when text formatter macros resolve recursively too many times - Throw an exception when text formatter macros resolve recursively too many times
- Allow using StaticSpriteBatch for AutoTiling
Fixes Fixes
- Fixed some end-of-line inconsistencies when using the Right text alignment - Fixed some end-of-line inconsistencies when using the Right text alignment

View file

@ -5,6 +5,7 @@ namespace MLEM.Misc {
/// <summary> /// <summary>
/// This class contains a <see cref="DrawAutoTile"/> method that allows users to easily draw a tile with automatic connections. /// This class contains a <see cref="DrawAutoTile"/> method that allows users to easily draw a tile with automatic connections.
/// For auto-tiling in this manner to work, auto-tiled textures have to be laid out in a format described in <see cref="DrawAutoTile"/>. /// For auto-tiling in this manner to work, auto-tiled textures have to be laid out in a format described in <see cref="DrawAutoTile"/>.
/// Note that <see cref="StaticSpriteBatch"/> can also be used for drawing by using the <see cref="AddAutoTile"/> method instead.
/// </summary> /// </summary>
public static class AutoTiling { public static class AutoTiling {
@ -12,28 +13,51 @@ namespace MLEM.Misc {
/// This method allows for a tiled texture to be drawn in an auto-tiling mode. /// This method allows for a tiled texture to be drawn in an auto-tiling mode.
/// 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. /// 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.
/// ///
/// For auto-tiling in this way to work, the tiles have to be laid out in a specific order. This order is shown in the auto-tiling demo's textures. /// For auto-tiling in this way to work, the tiles have to be laid out as follows: five tiles aligned horizontally within the texture file, with the following information:
/// <list type="number">
/// <item><description>The texture used for filling big areas</description></item>
/// <item><description>The texture used for straight, horizontal borders, with the borders facing away from the center</description></item>
/// <item><description>The texture used for outer corners, with the corners facing away from the center</description></item>
/// <item><description>The texture used for straight, vertical borders, with the borders facing away from the center</description></item>
/// <item><description>The texture used for inner corners, with the corners facing away from the center</description></item>
/// </list>
/// For more information and an example, see https://github.com/Ellpeck/MLEM/blob/main/Demos/AutoTilingDemo.cs#L20-L28. /// For more information and an example, see https://github.com/Ellpeck/MLEM/blob/main/Demos/AutoTilingDemo.cs#L20-L28.
/// </summary> /// </summary>
/// <param name="batch"></param> /// <param name="batch">The sprite batch to use for drawing.</param>
/// <param name="pos"></param> /// <param name="pos">The position to draw at.</param>
/// <param name="texture"></param> /// <param name="texture">The texture to use for drawing.</param>
/// <param name="textureRegion"></param> /// <param name="textureRegion">The location of the first texture region, as described in the summary.</param>
/// <param name="connectsTo"></param> /// <param name="connectsTo">A function that determines whether two positions should connect.</param>
/// <param name="color"></param> /// <param name="color">The color to draw with.</param>
/// <param name="rotation"></param> /// <param name="origin">The origin to draw from.</param>
/// <param name="origin"></param> /// <param name="scale">The scale to draw with.</param>
/// <param name="scale"></param> /// <param name="layerDepth">The layer depth to draw with.</param>
/// <param name="layerDepth"></param> public static void DrawAutoTile(SpriteBatch batch, Vector2 pos, Texture2D texture, Rectangle textureRegion, ConnectsTo connectsTo, Color color, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0) {
public static void DrawAutoTile(SpriteBatch batch, Vector2 pos, Texture2D texture, Rectangle textureRegion, ConnectsTo connectsTo, Color color, float rotation = 0, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0) { var orig = origin ?? Vector2.Zero;
var org = origin ?? Vector2.Zero;
var sc = scale ?? Vector2.One; var sc = scale ?? Vector2.One;
var (p1, r1, p2, r2, p3, r3, p4, r4) = CalculateAutoTile(pos, textureRegion, connectsTo, sc);
batch.Draw(texture, p1, r1, color, 0, orig, sc, SpriteEffects.None, layerDepth);
batch.Draw(texture, p2, r2, color, 0, orig, sc, SpriteEffects.None, layerDepth);
batch.Draw(texture, p3, r3, color, 0, orig, sc, SpriteEffects.None, layerDepth);
batch.Draw(texture, p4, r4, color, 0, orig, sc, SpriteEffects.None, layerDepth);
}
/// <inheritdoc cref="DrawAutoTile"/>
public static void AddAutoTile(StaticSpriteBatch batch, Vector2 pos, Texture2D texture, Rectangle textureRegion, ConnectsTo connectsTo, Color color, float rotation = 0, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0) {
var orig = origin ?? Vector2.Zero;
var sc = scale ?? Vector2.One;
var (p1, r1, p2, r2, p3, r3, p4, r4) = CalculateAutoTile(pos, textureRegion, connectsTo, sc);
batch.Add(texture, p1, r1, color, 0, orig, sc, SpriteEffects.None, layerDepth);
batch.Add(texture, p2, r2, color, 0, orig, sc, SpriteEffects.None, layerDepth);
batch.Add(texture, p3, r3, color, 0, orig, sc, SpriteEffects.None, layerDepth);
batch.Add(texture, p4, r4, color, 0, orig, sc, SpriteEffects.None, layerDepth);
}
private static (Vector2, Rectangle, Vector2, Rectangle, Vector2, Rectangle, Vector2, Rectangle) CalculateAutoTile(Vector2 pos, Rectangle textureRegion, ConnectsTo connectsTo, Vector2 scale) {
var up = connectsTo(0, -1); var up = connectsTo(0, -1);
var down = connectsTo(0, 1); var down = connectsTo(0, 1);
var left = connectsTo(-1, 0); var left = connectsTo(-1, 0);
var right = connectsTo(1, 0); var right = connectsTo(1, 0);
var xUl = up && left ? connectsTo(-1, -1) ? 0 : 4 : left ? 1 : up ? 3 : 2; var xUl = up && left ? connectsTo(-1, -1) ? 0 : 4 : left ? 1 : up ? 3 : 2;
var xUr = up && right ? connectsTo(1, -1) ? 0 : 4 : right ? 1 : up ? 3 : 2; var xUr = up && right ? connectsTo(1, -1) ? 0 : 4 : right ? 1 : up ? 3 : 2;
var xDl = down && left ? connectsTo(-1, 1) ? 0 : 4 : left ? 1 : down ? 3 : 2; var xDl = down && left ? connectsTo(-1, 1) ? 0 : 4 : left ? 1 : down ? 3 : 2;
@ -41,10 +65,12 @@ namespace MLEM.Misc {
var (w, h) = textureRegion.Size; var (w, h) = textureRegion.Size;
var (w2, h2) = new Point(w / 2, h / 2); var (w2, h2) = new Point(w / 2, h / 2);
batch.Draw(texture, new Vector2(pos.X, pos.Y), new Rectangle(textureRegion.X + 0 + xUl * w, textureRegion.Y + 0, w2, h2), color, rotation, org, sc, SpriteEffects.None, layerDepth);
batch.Draw(texture, new Vector2(pos.X + 0.5F * w * sc.X, pos.Y), new Rectangle(textureRegion.X + w2 + xUr * w, textureRegion.Y + 0, w2, h2), color, rotation, org, sc, SpriteEffects.None, layerDepth); return (
batch.Draw(texture, new Vector2(pos.X, pos.Y + 0.5F * h * sc.Y), new Rectangle(textureRegion.X + xDl * w, textureRegion.Y + h2, w2, h2), color, rotation, org, sc, SpriteEffects.None, layerDepth); new Vector2(pos.X, pos.Y), new Rectangle(textureRegion.X + xUl * w, textureRegion.Y, w2, h2),
batch.Draw(texture, new Vector2(pos.X + 0.5F * w * sc.X, pos.Y + 0.5F * h * sc.Y), new Rectangle(textureRegion.X + w2 + xDr * w, textureRegion.Y + h2, w2, h2), color, rotation, org, sc, SpriteEffects.None, layerDepth); new Vector2(pos.X + w2 * scale.X, pos.Y), new Rectangle(textureRegion.X + w2 + xUr * w, textureRegion.Y, w2, h2),
new Vector2(pos.X, pos.Y + h2 * scale.Y), new Rectangle(textureRegion.X + xDl * w, textureRegion.Y + h2, w2, h2),
new Vector2(pos.X + w2 * scale.X, pos.Y + h2 * scale.Y), new Rectangle(textureRegion.X + w2 + xDr * w, textureRegion.Y + h2, w2, h2));
} }
/// <summary> /// <summary>