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https://github.com/Ellpeck/MLEM.git
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Added the ability to draw single corners of AutoTiling's extended auto tiles
This commit is contained in:
parent
7720ab0ea5
commit
b49ac1d053
2 changed files with 96 additions and 82 deletions
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@ -18,6 +18,7 @@ Additions
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- Added GraphicsExtensions.WithRenderTargets, a multi-target version of WithRenderTarget
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- Added GraphicsExtensions.WithRenderTargets, a multi-target version of WithRenderTarget
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- Added Zero, One, Linear and Clamp to Easings
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- Added Zero, One, Linear and Clamp to Easings
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- Added GetRandomEntry and GetRandomWeightedEntry to SingleRandom
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- Added GetRandomEntry and GetRandomWeightedEntry to SingleRandom
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- Added the ability to draw single corners of AutoTiling's extended auto tiles
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Fixes
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Fixes
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- Fixed TextInput not working correctly when using surrogate pairs
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- Fixed TextInput not working correctly when using surrogate pairs
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@ -2,6 +2,7 @@ using System;
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using System.Collections.Generic;
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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.Misc;
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using MLEM.Textures;
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using MLEM.Textures;
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namespace MLEM.Graphics {
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namespace MLEM.Graphics {
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@ -86,92 +87,94 @@ namespace MLEM.Graphics {
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/// <param name="layerDepth">The layer depth to draw with.</param>
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/// <param name="layerDepth">The layer depth to draw with.</param>
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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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/// <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, TextureRegion backgroundTexture, TextureRegion overlayTexture, ConnectsTo connectsTo, Color backgroundColor, Color overlayColor, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, float overlayDepthOffset = 0) {
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public static void DrawExtendedAutoTile(SpriteBatch batch, Vector2 pos, TextureRegion backgroundTexture, TextureRegion overlayTexture, 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 (r1, r2, r3, r4) = AutoTiling.CalculateExtendedAutoTile(overlayTexture.Area, connectsTo);
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if (backgroundTexture != null)
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if (backgroundTexture != null)
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batch.Draw(backgroundTexture, pos, backgroundColor, 0, orig, sc, SpriteEffects.None, layerDepth);
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batch.Draw(backgroundTexture, pos, backgroundColor, 0, origin ?? Vector2.Zero, scale ?? Vector2.One, SpriteEffects.None, layerDepth);
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if (r1 != Rectangle.Empty)
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var od = layerDepth + overlayDepthOffset;
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batch.Draw(overlayTexture.Texture, pos, r1, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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AutoTiling.DrawExtendedAutoTileCorner(batch, pos, overlayTexture, connectsTo, overlayColor, Direction2.UpLeft, origin, scale, od);
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if (r2 != Rectangle.Empty)
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AutoTiling.DrawExtendedAutoTileCorner(batch, pos, overlayTexture, connectsTo, overlayColor, Direction2.UpRight, origin, scale, od);
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batch.Draw(overlayTexture.Texture, pos, r2, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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AutoTiling.DrawExtendedAutoTileCorner(batch, pos, overlayTexture, connectsTo, overlayColor, Direction2.DownLeft, origin, scale, od);
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if (r3 != Rectangle.Empty)
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AutoTiling.DrawExtendedAutoTileCorner(batch, pos, overlayTexture, connectsTo, overlayColor, Direction2.DownRight, origin, scale, od);
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batch.Draw(overlayTexture.Texture, pos, r3, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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}
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if (r4 != Rectangle.Empty)
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batch.Draw(overlayTexture.Texture, pos, r4, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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/// <summary>
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/// This method allows for a single corner of 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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/// For more information, and to draw all four corners at once, see <see cref="DrawExtendedAutoTile(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,MLEM.Textures.TextureRegion,MLEM.Textures.TextureRegion,MLEM.Graphics.AutoTiling.ConnectsTo,Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Color,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{Microsoft.Xna.Framework.Vector2},float,float)"/>
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/// </summary>
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/// <param name="batch">The sprite batch to use for drawing.</param>
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/// <param name="pos">The position to draw at.</param>
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/// <param name="overlayTexture">The first overlay region, as described in the summary.</param>
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/// <param name="connectsTo">A function that determines whether two positions should connect.</param>
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/// <param name="overlayColor">The color to draw border and corner textures with.</param>
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/// <param name="corner">The corner of the auto-tile to draw. Can be <see cref="Direction2.UpLeft"/>, <see cref="Direction2.UpRight"/>, <see cref="Direction2.DownLeft"/> or <see cref="Direction2.DownRight"/>.</param>
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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 DrawExtendedAutoTileCorner(SpriteBatch batch, Vector2 pos, TextureRegion overlayTexture, ConnectsTo connectsTo, Color overlayColor, Direction2 corner, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0) {
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var src = AutoTiling.CalculateExtendedAutoTile(overlayTexture.Area, connectsTo, corner);
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if (src != Rectangle.Empty)
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batch.Draw(overlayTexture.Texture, pos, src, overlayColor, 0, origin ?? Vector2.Zero, scale ?? Vector2.One, SpriteEffects.None, layerDepth);
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}
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}
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/// <inheritdoc cref="DrawExtendedAutoTile(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,MLEM.Textures.TextureRegion,MLEM.Textures.TextureRegion,MLEM.Graphics.AutoTiling.ConnectsTo,Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Color,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{Microsoft.Xna.Framework.Vector2},float,float)"/>
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/// <inheritdoc cref="DrawExtendedAutoTile(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,MLEM.Textures.TextureRegion,MLEM.Textures.TextureRegion,MLEM.Graphics.AutoTiling.ConnectsTo,Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Color,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{Microsoft.Xna.Framework.Vector2},float,float)"/>
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public static void DrawExtendedAutoTile(SpriteBatch batch, Vector2 pos, TextureRegion backgroundTexture, Func<int, TextureRegion> overlayTextures, ConnectsTo connectsTo, Color backgroundColor, Color overlayColor, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, float overlayDepthOffset = 0) {
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public static void DrawExtendedAutoTile(SpriteBatch batch, Vector2 pos, TextureRegion backgroundTexture, Func<int, TextureRegion> overlayTextures, 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 (xUl, xUr, xDl, xDr) = AutoTiling.CalculateExtendedAutoTileOffsets(connectsTo);
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if (backgroundTexture != null)
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if (backgroundTexture != null)
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batch.Draw(backgroundTexture, pos, backgroundColor, 0, orig, sc, SpriteEffects.None, layerDepth);
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batch.Draw(backgroundTexture, pos, backgroundColor, 0, origin ?? Vector2.Zero, scale ?? Vector2.One, SpriteEffects.None, layerDepth);
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if (xUl >= 0)
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var od = layerDepth + overlayDepthOffset;
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batch.Draw(overlayTextures(xUl), pos, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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AutoTiling.DrawExtendedAutoTileCorner(batch, pos, overlayTextures, connectsTo, overlayColor, Direction2.UpLeft, origin, scale, od);
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if (xUr >= 0)
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AutoTiling.DrawExtendedAutoTileCorner(batch, pos, overlayTextures, connectsTo, overlayColor, Direction2.UpRight, origin, scale, od);
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batch.Draw(overlayTextures(xUr), pos, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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AutoTiling.DrawExtendedAutoTileCorner(batch, pos, overlayTextures, connectsTo, overlayColor, Direction2.DownLeft, origin, scale, od);
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if (xDl >= 0)
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AutoTiling.DrawExtendedAutoTileCorner(batch, pos, overlayTextures, connectsTo, overlayColor, Direction2.DownRight, origin, scale, od);
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batch.Draw(overlayTextures(xDl), pos, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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}
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if (xDr >= 0)
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batch.Draw(overlayTextures(xDr), pos, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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/// <inheritdoc cref="DrawExtendedAutoTileCorner(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,MLEM.Textures.TextureRegion,MLEM.Graphics.AutoTiling.ConnectsTo,Microsoft.Xna.Framework.Color,MLEM.Misc.Direction2,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{Microsoft.Xna.Framework.Vector2},float)"/>
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public static void DrawExtendedAutoTileCorner(SpriteBatch batch, Vector2 pos, Func<int, TextureRegion> overlayTextures, ConnectsTo connectsTo, Color overlayColor, Direction2 corner, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0) {
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var src = AutoTiling.CalculateExtendedAutoTileOffset(connectsTo, corner);
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if (src >= 0)
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batch.Draw(overlayTextures(src), pos, overlayColor, 0, origin ?? Vector2.Zero, scale ?? Vector2.One, SpriteEffects.None, layerDepth);
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}
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}
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/// <inheritdoc cref="DrawExtendedAutoTile(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,MLEM.Textures.TextureRegion,MLEM.Textures.TextureRegion,MLEM.Graphics.AutoTiling.ConnectsTo,Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Color,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{Microsoft.Xna.Framework.Vector2},float,float)"/>
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/// <inheritdoc cref="DrawExtendedAutoTile(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,MLEM.Textures.TextureRegion,MLEM.Textures.TextureRegion,MLEM.Graphics.AutoTiling.ConnectsTo,Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Color,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{Microsoft.Xna.Framework.Vector2},float,float)"/>
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public static void AddExtendedAutoTile(StaticSpriteBatch batch, Vector2 pos, TextureRegion backgroundTexture, TextureRegion overlayTexture, ConnectsTo connectsTo, Color backgroundColor, Color overlayColor, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, float overlayDepthOffset = 0, ICollection<StaticSpriteBatch.Item> items = null) {
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public static void AddExtendedAutoTile(StaticSpriteBatch batch, Vector2 pos, TextureRegion backgroundTexture, TextureRegion overlayTexture, ConnectsTo connectsTo, Color backgroundColor, Color overlayColor, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, float overlayDepthOffset = 0, ICollection<StaticSpriteBatch.Item> items = null) {
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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 (r1, r2, r3, r4) = AutoTiling.CalculateExtendedAutoTile(overlayTexture.Area, connectsTo);
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if (backgroundTexture != null) {
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if (backgroundTexture != null) {
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var background = batch.Add(backgroundTexture, pos, backgroundColor, 0, orig, sc, SpriteEffects.None, layerDepth);
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var background = batch.Add(backgroundTexture, pos, backgroundColor, 0, origin ?? Vector2.Zero, scale ?? Vector2.One, SpriteEffects.None, layerDepth);
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items?.Add(background);
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items?.Add(background);
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}
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}
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if (r1 != Rectangle.Empty) {
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var od = layerDepth + overlayDepthOffset;
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var o1 = batch.Add(overlayTexture.Texture, pos, r1, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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AutoTiling.AddExtendedAutoTileCorner(batch, pos, overlayTexture, connectsTo, overlayColor, Direction2.UpLeft, origin, scale, od, items);
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items?.Add(o1);
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AutoTiling.AddExtendedAutoTileCorner(batch, pos, overlayTexture, connectsTo, overlayColor, Direction2.UpRight, origin, scale, od, items);
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AutoTiling.AddExtendedAutoTileCorner(batch, pos, overlayTexture, connectsTo, overlayColor, Direction2.DownLeft, origin, scale, od, items);
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AutoTiling.AddExtendedAutoTileCorner(batch, pos, overlayTexture, connectsTo, overlayColor, Direction2.DownRight, origin, scale, od, items);
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}
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}
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if (r2 != Rectangle.Empty) {
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var o2 = batch.Add(overlayTexture.Texture, pos, r2, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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/// <inheritdoc cref="DrawExtendedAutoTileCorner(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,MLEM.Textures.TextureRegion,MLEM.Graphics.AutoTiling.ConnectsTo,Microsoft.Xna.Framework.Color,MLEM.Misc.Direction2,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{Microsoft.Xna.Framework.Vector2},float)"/>
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items?.Add(o2);
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public static void AddExtendedAutoTileCorner(StaticSpriteBatch batch, Vector2 pos, TextureRegion overlayTexture, ConnectsTo connectsTo, Color overlayColor, Direction2 corner, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, ICollection<StaticSpriteBatch.Item> items = null) {
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}
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var src = AutoTiling.CalculateExtendedAutoTile(overlayTexture.Area, connectsTo, corner);
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if (r3 != Rectangle.Empty) {
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if (src != Rectangle.Empty) {
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var o3 = batch.Add(overlayTexture.Texture, pos, r3, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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var o4 = batch.Add(overlayTexture.Texture, pos, src, overlayColor, 0, origin ?? Vector2.Zero, scale ?? Vector2.One, SpriteEffects.None, layerDepth);
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items?.Add(o3);
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}
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if (r4 != Rectangle.Empty) {
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var o4 = batch.Add(overlayTexture.Texture, pos, r4, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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items?.Add(o4);
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items?.Add(o4);
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}
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}
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}
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}
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/// <inheritdoc cref="DrawExtendedAutoTile(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,MLEM.Textures.TextureRegion,Func{int,MLEM.Textures.TextureRegion},MLEM.Graphics.AutoTiling.ConnectsTo,Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Color,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{Microsoft.Xna.Framework.Vector2},float,float)"/>
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/// <inheritdoc cref="DrawExtendedAutoTile(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,MLEM.Textures.TextureRegion,Func{int,MLEM.Textures.TextureRegion},MLEM.Graphics.AutoTiling.ConnectsTo,Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Color,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{Microsoft.Xna.Framework.Vector2},float,float)"/>
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public static void AddExtendedAutoTile(StaticSpriteBatch batch, Vector2 pos, TextureRegion backgroundTexture, Func<int, TextureRegion> overlayTextures, ConnectsTo connectsTo, Color backgroundColor, Color overlayColor, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, float overlayDepthOffset = 0, ICollection<StaticSpriteBatch.Item> items = null) {
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public static void AddExtendedAutoTile(StaticSpriteBatch batch, Vector2 pos, TextureRegion backgroundTexture, Func<int, TextureRegion> overlayTextures, ConnectsTo connectsTo, Color backgroundColor, Color overlayColor, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, float overlayDepthOffset = 0, ICollection<StaticSpriteBatch.Item> items = null) {
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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 (xUl, xUr, xDl, xDr) = AutoTiling.CalculateExtendedAutoTileOffsets(connectsTo);
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if (backgroundTexture != null) {
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if (backgroundTexture != null) {
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var background = batch.Add(backgroundTexture, pos, backgroundColor, 0, orig, sc, SpriteEffects.None, layerDepth);
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var background = batch.Add(backgroundTexture, pos, backgroundColor, 0, origin ?? Vector2.Zero, scale ?? Vector2.One, SpriteEffects.None, layerDepth);
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items?.Add(background);
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items?.Add(background);
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}
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}
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if (xUl >= 0) {
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var od = layerDepth + overlayDepthOffset;
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var o1 = batch.Add(overlayTextures(xUl), pos, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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AutoTiling.AddExtendedAutoTileCorner(batch, pos, overlayTextures, connectsTo, overlayColor, Direction2.UpLeft, origin, scale, od, items);
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items?.Add(o1);
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AutoTiling.AddExtendedAutoTileCorner(batch, pos, overlayTextures, connectsTo, overlayColor, Direction2.UpRight, origin, scale, od, items);
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AutoTiling.AddExtendedAutoTileCorner(batch, pos, overlayTextures, connectsTo, overlayColor, Direction2.DownLeft, origin, scale, od, items);
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AutoTiling.AddExtendedAutoTileCorner(batch, pos, overlayTextures, connectsTo, overlayColor, Direction2.DownRight, origin, scale, od, items);
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}
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}
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if (xUr >= 0) {
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var o2 = batch.Add(overlayTextures(xUr), pos, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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/// <inheritdoc cref="DrawExtendedAutoTileCorner(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,MLEM.Textures.TextureRegion,MLEM.Graphics.AutoTiling.ConnectsTo,Microsoft.Xna.Framework.Color,MLEM.Misc.Direction2,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{Microsoft.Xna.Framework.Vector2},float)"/>
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items?.Add(o2);
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public static void AddExtendedAutoTileCorner(StaticSpriteBatch batch, Vector2 pos, Func<int, TextureRegion> overlayTextures, ConnectsTo connectsTo, Color overlayColor, Direction2 corner, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0, ICollection<StaticSpriteBatch.Item> items = null) {
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}
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var src = AutoTiling.CalculateExtendedAutoTileOffset(connectsTo, corner);
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if (xDl >= 0) {
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if (src >= 0) {
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var o3 = batch.Add(overlayTextures(xDl), pos, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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var o4 = batch.Add(overlayTextures(src), pos, overlayColor, 0, origin ?? Vector2.Zero, scale ?? Vector2.One, SpriteEffects.None, layerDepth);
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items?.Add(o3);
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}
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if (xDr >= 0) {
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var o4 = batch.Add(overlayTextures(xDr), pos, overlayColor, 0, orig, sc, SpriteEffects.None, od);
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items?.Add(o4);
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items?.Add(o4);
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}
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}
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}
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}
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@ -194,26 +197,36 @@ namespace MLEM.Graphics {
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new Vector2(pos.X + w2 * scale.X, pos.Y + h2 * scale.Y), new Rectangle(textureRegion.X + w2 + xDr * w, textureRegion.Y + h2, w2, h2));
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new Vector2(pos.X + w2 * scale.X, pos.Y + h2 * scale.Y), new Rectangle(textureRegion.X + w2 + xDr * w, textureRegion.Y + h2, w2, h2));
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}
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}
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private static (int, int, int, int) CalculateExtendedAutoTileOffsets(ConnectsTo connectsTo) {
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private static int CalculateExtendedAutoTileOffset(ConnectsTo connectsTo, Direction2 corner) {
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switch (corner) {
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case Direction2.UpLeft: {
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var up = connectsTo(0, -1);
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var up = connectsTo(0, -1);
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var left = connectsTo(-1, 0);
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return up && left ? connectsTo(-1, -1) ? -1 : 12 : left ? 0 : up ? 8 : 4;
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}
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case Direction2.UpRight: {
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var up = connectsTo(0, -1);
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var right = connectsTo(1, 0);
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return up && right ? connectsTo(1, -1) ? -1 : 13 : right ? 1 : up ? 9 : 5;
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}
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case Direction2.DownLeft: {
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var down = connectsTo(0, 1);
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var down = connectsTo(0, 1);
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var left = connectsTo(-1, 0);
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var left = connectsTo(-1, 0);
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return down && left ? connectsTo(-1, 1) ? -1 : 14 : left ? 2 : down ? 10 : 6;
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}
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case Direction2.DownRight: {
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var down = connectsTo(0, 1);
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var right = connectsTo(1, 0);
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var right = connectsTo(1, 0);
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return (
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return down && right ? connectsTo(1, 1) ? -1 : 15 : right ? 3 : down ? 11 : 7;
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up && left ? connectsTo(-1, -1) ? -1 : 12 : left ? 0 : up ? 8 : 4,
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}
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up && right ? connectsTo(1, -1) ? -1 : 13 : right ? 1 : up ? 9 : 5,
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default:
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down && left ? connectsTo(-1, 1) ? -1 : 14 : left ? 2 : down ? 10 : 6,
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throw new ArgumentOutOfRangeException(nameof(corner), corner, null);
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down && right ? connectsTo(1, 1) ? -1 : 15 : right ? 3 : down ? 11 : 7);
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}
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}
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}
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private static (Rectangle, Rectangle, Rectangle, Rectangle) CalculateExtendedAutoTile(Rectangle textureRegion, ConnectsTo connectsTo) {
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private static Rectangle CalculateExtendedAutoTile(Rectangle textureRegion, ConnectsTo connectsTo, Direction2 corner) {
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var (xUl, xUr, xDl, xDr) = AutoTiling.CalculateExtendedAutoTileOffsets(connectsTo);
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var off = AutoTiling.CalculateExtendedAutoTileOffset(connectsTo, corner);
|
||||||
var (w, h) = (textureRegion.Width, textureRegion.Height);
|
return off < 0 ? Rectangle.Empty : new Rectangle(textureRegion.X + off * textureRegion.Width, textureRegion.Y, textureRegion.Width, textureRegion.Height);
|
||||||
return (
|
|
||||||
xUl < 0 ? Rectangle.Empty : new Rectangle(textureRegion.X + xUl * w, textureRegion.Y, w, h),
|
|
||||||
xUr < 0 ? Rectangle.Empty : new Rectangle(textureRegion.X + xUr * w, textureRegion.Y, w, h),
|
|
||||||
xDl < 0 ? Rectangle.Empty : new Rectangle(textureRegion.X + xDl * w, textureRegion.Y, w, h),
|
|
||||||
xDr < 0 ? Rectangle.Empty : new Rectangle(textureRegion.X + xDr * w, textureRegion.Y, w, h));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|
Loading…
Reference in a new issue