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added simple auto tiling

This commit is contained in:
Ellpeck 2019-08-06 22:31:57 +02:00
parent 28e7584006
commit dd3c3cfc30
2 changed files with 31 additions and 1 deletions

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@ -10,7 +10,7 @@
<PackageProjectUrl>https://github.com/Ellpeck/MLEM</PackageProjectUrl> <PackageProjectUrl>https://github.com/Ellpeck/MLEM</PackageProjectUrl>
<RepositoryUrl>https://github.com/Ellpeck/MLEM</RepositoryUrl> <RepositoryUrl>https://github.com/Ellpeck/MLEM</RepositoryUrl>
<PackageLicenseUrl>https://github.com/Ellpeck/MLEM/blob/master/LICENSE</PackageLicenseUrl> <PackageLicenseUrl>https://github.com/Ellpeck/MLEM/blob/master/LICENSE</PackageLicenseUrl>
<Version>1.0.5</Version> <Version>1.0.6</Version>
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>

30
MLEM/Misc/AutoTiling.cs Normal file
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@ -0,0 +1,30 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace MLEM.Misc {
public class AutoTiling {
public static void DrawAutoTile(SpriteBatch batch, Vector2 pos, Texture2D texture, Rectangle textureRegion, ConnectsTo connectsTo, Color color) {
var up = connectsTo(0, -1);
var down = connectsTo(0, 1);
var left = connectsTo(-1, 0);
var right = connectsTo(1, 0);
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 xDl = down && left ? connectsTo(-1, 1) ? 0 : 4 : left ? 1 : down ? 3 : 2;
var xDr = down && right ? connectsTo(1, 1) ? 0 : 4 : right ? 1 : down ? 3 : 2;
var (x, y) = pos;
var (sizeX, sizeY) = textureRegion.Size;
var (halfSizeX, halfSizeY) = new Point(sizeX / 2, sizeY / 2);
batch.Draw(texture, new Vector2(x, y), new Rectangle(textureRegion.X + 0 + xUl * sizeX, textureRegion.Y + 0, sizeX, sizeY), color);
batch.Draw(texture, new Vector2(x + 0.5F * sizeX, y), new Rectangle(textureRegion.X + halfSizeX + xUr * sizeX, textureRegion.Y + 0, sizeX, sizeY), color);
batch.Draw(texture, new Vector2(x, y + 0.5F * sizeY), new Rectangle(textureRegion.X + xDl * sizeX, textureRegion.Y + halfSizeY, sizeX, sizeY), color);
batch.Draw(texture, new Vector2(x + 0.5F * sizeX, y + 0.5F * sizeY), new Rectangle(textureRegion.X + halfSizeX + xDr * sizeX, textureRegion.Y + halfSizeY, sizeX, sizeY), color);
}
public delegate bool ConnectsTo(int xOff, int yOff);
}
}