diff --git a/Demos/AnimationDemo.cs b/Demos/AnimationDemo.cs index c838d19..abfccf8 100644 --- a/Demos/AnimationDemo.cs +++ b/Demos/AnimationDemo.cs @@ -3,6 +3,7 @@ using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using MLEM.Animations; +using MLEM.Misc; using MLEM.Startup; using MLEM.Textures; @@ -10,7 +11,7 @@ namespace Demos { public class AnimationDemo : Demo { private SpriteAnimationGroup group; - private int facing; + private Direction2 facing = Direction2.Down; public AnimationDemo(MlemGame game) : base(game) { } @@ -31,16 +32,16 @@ namespace Demos { // using a group isn't necessary, but highly recommended for things like character animations as it makes // it very easy to have different animations play at different times this.group = new SpriteAnimationGroup(); - // for example, the down animation should only play when we're facing down (0 in this case) - this.group.Add(downAnim, () => this.facing == 0); - this.group.Add(upAnim, () => this.facing == 1); - this.group.Add(leftAnim, () => this.facing == 2); - this.group.Add(rightAnim, () => this.facing == 3); + // for example, the down animation should only play when we're facing down + this.group.Add(downAnim, () => this.facing == Direction2.Down); + this.group.Add(upAnim, () => this.facing == Direction2.Up); + this.group.Add(leftAnim, () => this.facing == Direction2.Left); + this.group.Add(rightAnim, () => this.facing == Direction2.Right); // you can also add a priority to an animation in the group (10 in this case, which is higher than the default of 0) // if two animations' playing conditions are both true, then the one with the higher priority will be picked to play // in this instance, a standing "animation" is displayed when we're facing down and also holding the space key - this.group.Add(new SpriteAnimation(1F, tex, new Rectangle(0, 0, 8, 8)) {Name = "DownStanding"}, () => this.facing == 0 && this.InputHandler.IsKeyDown(Keys.Space), 10); + 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); // you can also add a callback to see when the animation used changes this.group.OnAnimationChanged += (anim, newAnim) => { @@ -52,13 +53,13 @@ namespace Demos { base.Update(gameTime); if (this.InputHandler.IsKeyDown(Keys.Down)) - this.facing = 0; + this.facing = Direction2.Down; else if (this.InputHandler.IsKeyDown(Keys.Up)) - this.facing = 1; + this.facing = Direction2.Up; else if (this.InputHandler.IsKeyDown(Keys.Left)) - this.facing = 2; + this.facing = Direction2.Left; else if (this.InputHandler.IsKeyDown(Keys.Right)) - this.facing = 3; + this.facing = Direction2.Right; // update the animation group // if not using a group, just update the animation itself here diff --git a/MLEM/Misc/Direction2.cs b/MLEM/Misc/Direction2.cs new file mode 100644 index 0000000..212fe16 --- /dev/null +++ b/MLEM/Misc/Direction2.cs @@ -0,0 +1,91 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using Microsoft.Xna.Framework; + +namespace MLEM.Misc { + public enum Direction2 { + + Up, + Right, + Down, + Left, + + UpRight, + DownRight, + DownLeft, + UpLeft, + + None + + } + + public static class Direction2Helper { + + public static readonly Direction2[] All = EnumHelper.GetValues().ToArray(); + public static readonly Direction2[] Adjacent = All.Where(IsAdjacent).ToArray(); + public static readonly Direction2[] Diagonals = All.Where(IsDiagonal).ToArray(); + public static readonly Direction2[] AllExceptNone = All.Where(dir => dir != Direction2.None).ToArray(); + + public static bool IsAdjacent(this Direction2 dir) { + return dir <= Direction2.Left; + } + + public static bool IsDiagonal(this Direction2 dir) { + return dir >= Direction2.UpRight && dir <= Direction2.UpLeft; + } + + public static Point Offset(this Direction2 dir) { + switch (dir) { + case Direction2.Up: + return new Point(0, -1); + case Direction2.Right: + return new Point(1, 0); + case Direction2.Down: + return new Point(0, 1); + case Direction2.Left: + return new Point(-1, 0); + case Direction2.UpRight: + return new Point(1, -1); + case Direction2.DownRight: + return new Point(1, 1); + case Direction2.DownLeft: + return new Point(-1, 1); + case Direction2.UpLeft: + return new Point(-1, 1); + default: + return Point.Zero; + } + } + + public static IEnumerable Offsets(this IEnumerable directions) { + foreach (var dir in directions) + yield return dir.Offset(); + } + + public static Direction2 Opposite(this Direction2 dir) { + switch (dir) { + case Direction2.Up: + return Direction2.Down; + case Direction2.Right: + return Direction2.Left; + case Direction2.Down: + return Direction2.Up; + case Direction2.Left: + return Direction2.Right; + case Direction2.UpRight: + return Direction2.DownLeft; + case Direction2.DownRight: + return Direction2.UpLeft; + case Direction2.DownLeft: + return Direction2.UpRight; + case Direction2.UpLeft: + return Direction2.DownRight; + default: + return Direction2.None; + } + } + + } +} \ No newline at end of file diff --git a/MLEM/Pathfinding/AStar2.cs b/MLEM/Pathfinding/AStar2.cs index 0122c76..78529f6 100644 --- a/MLEM/Pathfinding/AStar2.cs +++ b/MLEM/Pathfinding/AStar2.cs @@ -1,23 +1,13 @@ using System; using System.Linq; using Microsoft.Xna.Framework; +using MLEM.Misc; namespace MLEM.Pathfinding { public class AStar2 : AStar { - private static readonly Point[] AdjacentDirs = { - new Point(1, 0), - new Point(-1, 0), - new Point(0, 1), - new Point(0, -1) - }; - - private static readonly Point[] AllDirs = AdjacentDirs.Concat(new[] { - new Point(1, 1), - new Point(-1, 1), - new Point(1, -1), - new Point(-1, -1) - }).ToArray(); + private static readonly Point[] AdjacentDirs = Direction2Helper.Adjacent.Offsets().ToArray(); + private static readonly Point[] AllDirs = Direction2Helper.All.Offsets().ToArray(); public AStar2(GetCost defaultCostFunction, bool defaultAllowDiagonals, float defaultCost = 1, int defaultMaxTries = 10000) : base(AllDirs, AdjacentDirs, defaultCostFunction, defaultAllowDiagonals, defaultCost, defaultMaxTries) {