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added a direction2 class
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3 changed files with 106 additions and 24 deletions
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@ -3,6 +3,7 @@ using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using MLEM.Animations;
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using MLEM.Misc;
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using MLEM.Startup;
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using MLEM.Textures;
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@ -10,7 +11,7 @@ namespace Demos {
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public class AnimationDemo : Demo {
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private SpriteAnimationGroup group;
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private int facing;
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private Direction2 facing = Direction2.Down;
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public AnimationDemo(MlemGame game) : base(game) {
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}
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@ -31,16 +32,16 @@ namespace Demos {
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// using a group isn't necessary, but highly recommended for things like character animations as it makes
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// it very easy to have different animations play at different times
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this.group = new SpriteAnimationGroup();
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// for example, the down animation should only play when we're facing down (0 in this case)
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this.group.Add(downAnim, () => this.facing == 0);
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this.group.Add(upAnim, () => this.facing == 1);
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this.group.Add(leftAnim, () => this.facing == 2);
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this.group.Add(rightAnim, () => this.facing == 3);
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// for example, the down animation should only play when we're facing down
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this.group.Add(downAnim, () => this.facing == Direction2.Down);
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this.group.Add(upAnim, () => this.facing == Direction2.Up);
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this.group.Add(leftAnim, () => this.facing == Direction2.Left);
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this.group.Add(rightAnim, () => this.facing == Direction2.Right);
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// you can also add a priority to an animation in the group (10 in this case, which is higher than the default of 0)
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// if two animations' playing conditions are both true, then the one with the higher priority will be picked to play
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// in this instance, a standing "animation" is displayed when we're facing down and also holding the space key
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this.group.Add(new SpriteAnimation(1F, tex, new Rectangle(0, 0, 8, 8)) {Name = "DownStanding"}, () => this.facing == 0 && this.InputHandler.IsKeyDown(Keys.Space), 10);
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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);
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// you can also add a callback to see when the animation used changes
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this.group.OnAnimationChanged += (anim, newAnim) => {
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@ -52,13 +53,13 @@ namespace Demos {
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base.Update(gameTime);
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if (this.InputHandler.IsKeyDown(Keys.Down))
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this.facing = 0;
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this.facing = Direction2.Down;
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else if (this.InputHandler.IsKeyDown(Keys.Up))
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this.facing = 1;
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this.facing = Direction2.Up;
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else if (this.InputHandler.IsKeyDown(Keys.Left))
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this.facing = 2;
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this.facing = Direction2.Left;
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else if (this.InputHandler.IsKeyDown(Keys.Right))
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this.facing = 3;
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this.facing = Direction2.Right;
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// update the animation group
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// if not using a group, just update the animation itself here
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91
MLEM/Misc/Direction2.cs
Normal file
91
MLEM/Misc/Direction2.cs
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@ -0,0 +1,91 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Microsoft.Xna.Framework;
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namespace MLEM.Misc {
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public enum Direction2 {
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Up,
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Right,
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Down,
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Left,
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UpRight,
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DownRight,
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DownLeft,
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UpLeft,
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None
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}
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public static class Direction2Helper {
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public static readonly Direction2[] All = EnumHelper.GetValues<Direction2>().ToArray();
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public static readonly Direction2[] Adjacent = All.Where(IsAdjacent).ToArray();
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public static readonly Direction2[] Diagonals = All.Where(IsDiagonal).ToArray();
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public static readonly Direction2[] AllExceptNone = All.Where(dir => dir != Direction2.None).ToArray();
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public static bool IsAdjacent(this Direction2 dir) {
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return dir <= Direction2.Left;
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}
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public static bool IsDiagonal(this Direction2 dir) {
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return dir >= Direction2.UpRight && dir <= Direction2.UpLeft;
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}
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public static Point Offset(this Direction2 dir) {
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switch (dir) {
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case Direction2.Up:
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return new Point(0, -1);
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case Direction2.Right:
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return new Point(1, 0);
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case Direction2.Down:
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return new Point(0, 1);
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case Direction2.Left:
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return new Point(-1, 0);
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case Direction2.UpRight:
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return new Point(1, -1);
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case Direction2.DownRight:
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return new Point(1, 1);
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case Direction2.DownLeft:
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return new Point(-1, 1);
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case Direction2.UpLeft:
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return new Point(-1, 1);
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default:
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return Point.Zero;
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}
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}
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public static IEnumerable<Point> Offsets(this IEnumerable<Direction2> directions) {
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foreach (var dir in directions)
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yield return dir.Offset();
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}
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public static Direction2 Opposite(this Direction2 dir) {
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switch (dir) {
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case Direction2.Up:
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return Direction2.Down;
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case Direction2.Right:
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return Direction2.Left;
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case Direction2.Down:
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return Direction2.Up;
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case Direction2.Left:
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return Direction2.Right;
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case Direction2.UpRight:
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return Direction2.DownLeft;
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case Direction2.DownRight:
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return Direction2.UpLeft;
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case Direction2.DownLeft:
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return Direction2.UpRight;
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case Direction2.UpLeft:
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return Direction2.DownRight;
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default:
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return Direction2.None;
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}
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}
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}
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}
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@ -1,23 +1,13 @@
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using System;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using MLEM.Misc;
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namespace MLEM.Pathfinding {
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public class AStar2 : AStar<Point> {
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private static readonly Point[] AdjacentDirs = {
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new Point(1, 0),
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new Point(-1, 0),
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new Point(0, 1),
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new Point(0, -1)
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};
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private static readonly Point[] AllDirs = AdjacentDirs.Concat(new[] {
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new Point(1, 1),
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new Point(-1, 1),
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new Point(1, -1),
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new Point(-1, -1)
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}).ToArray();
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private static readonly Point[] AdjacentDirs = Direction2Helper.Adjacent.Offsets().ToArray();
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private static readonly Point[] AllDirs = Direction2Helper.All.Offsets().ToArray();
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public AStar2(GetCost defaultCostFunction, bool defaultAllowDiagonals, float defaultCost = 1, int defaultMaxTries = 10000) :
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base(AllDirs, AdjacentDirs, defaultCostFunction, defaultAllowDiagonals, defaultCost, defaultMaxTries) {
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