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https://github.com/Ellpeck/MLEM.git
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made the individual tile map renderer show animations
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parent
f93117622c
commit
7952ba1582
1 changed files with 25 additions and 6 deletions
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@ -1,4 +1,5 @@
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using System;
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using System;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Extensions;
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using MLEM.Extensions;
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@ -11,6 +12,7 @@ namespace MLEM.Extended.Tiled {
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private TiledMap map;
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private TiledMap map;
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private TileDrawInfo[,,] drawInfos;
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private TileDrawInfo[,,] drawInfos;
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private GetDepth depthFunction;
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private GetDepth depthFunction;
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private List<TiledMapTilesetAnimatedTile> animatedTiles;
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public IndividualTiledMapRenderer(TiledMap map = null, GetDepth depthFunction = null) {
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public IndividualTiledMapRenderer(TiledMap map = null, GetDepth depthFunction = null) {
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if (map != null)
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if (map != null)
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@ -29,6 +31,15 @@ namespace MLEM.Extended.Tiled {
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}
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}
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}
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}
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}
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}
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this.animatedTiles = new List<TiledMapTilesetAnimatedTile>();
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foreach (var tileset in map.Tilesets) {
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foreach (var tile in tileset.Tiles) {
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if (tile is TiledMapTilesetAnimatedTile animated) {
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this.animatedTiles.Add(animated);
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}
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}
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}
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}
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}
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public void UpdateDrawInfo(int layerIndex, int x, int y) {
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public void UpdateDrawInfo(int layerIndex, int x, int y) {
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@ -39,10 +50,10 @@ namespace MLEM.Extended.Tiled {
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return;
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return;
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}
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}
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var tileset = tile.GetTileset(this.map);
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var tileset = tile.GetTileset(this.map);
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var source = tileset.GetTileRegion(tile.GetLocalIdentifier(tileset, this.map));
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var tilesetTile = tileset.GetTilesetTile(tile, this.map);
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var pos = new Point(x, y);
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var pos = new Point(x, y);
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var depth = this.depthFunction(tile, layer, layerIndex, pos);
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var depth = this.depthFunction(tile, layer, layerIndex, pos);
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this.drawInfos[layerIndex, x, y] = new TileDrawInfo(this, tileset, pos, source, depth);
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this.drawInfos[layerIndex, x, y] = new TileDrawInfo(this, tileset, tilesetTile, pos, depth);
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}
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}
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public void Draw(SpriteBatch batch, RectangleF? frustum = null) {
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public void Draw(SpriteBatch batch, RectangleF? frustum = null) {
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@ -66,27 +77,35 @@ namespace MLEM.Extended.Tiled {
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}
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}
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}
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}
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public void UpdateAnimations(GameTime time) {
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foreach (var animation in this.animatedTiles)
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animation.Update(time);
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}
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public delegate float GetDepth(TiledMapTile tile, TiledMapTileLayer layer, int layerIndex, Point position);
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public delegate float GetDepth(TiledMapTile tile, TiledMapTileLayer layer, int layerIndex, Point position);
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private class TileDrawInfo {
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private class TileDrawInfo {
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private readonly IndividualTiledMapRenderer renderer;
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private readonly IndividualTiledMapRenderer renderer;
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private readonly TiledMapTileset tileset;
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private readonly TiledMapTileset tileset;
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private readonly TiledMapTilesetTile tile;
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private readonly Point position;
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private readonly Point position;
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private readonly Rectangle source;
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private readonly float depth;
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private readonly float depth;
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public TileDrawInfo(IndividualTiledMapRenderer renderer, TiledMapTileset tileset, Point position, Rectangle source, float depth) {
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public TileDrawInfo(IndividualTiledMapRenderer renderer, TiledMapTileset tileset, TiledMapTilesetTile tile, Point position, float depth) {
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this.renderer = renderer;
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this.renderer = renderer;
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this.tileset = tileset;
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this.tileset = tileset;
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this.tile = tile;
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this.position = position;
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this.position = position;
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this.source = source;
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this.depth = depth;
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this.depth = depth;
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}
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}
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public void Draw(SpriteBatch batch) {
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public void Draw(SpriteBatch batch) {
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var id = this.tile.LocalTileIdentifier;
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if (this.tile is TiledMapTilesetAnimatedTile animated)
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id = animated.CurrentAnimationFrame.LocalTileIdentifier;
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var drawPos = new Vector2(this.position.X * this.renderer.map.TileWidth, this.position.Y * this.renderer.map.TileHeight);
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var drawPos = new Vector2(this.position.X * this.renderer.map.TileWidth, this.position.Y * this.renderer.map.TileHeight);
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batch.Draw(this.tileset.Texture, drawPos, this.source, Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, this.depth);
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batch.Draw(this.tileset.Texture, drawPos, this.tileset.GetTileRegion(id), Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, this.depth);
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}
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}
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}
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}
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