using System; using System.Collections.Generic; using System.Collections.ObjectModel; using System.Linq; using Microsoft.Xna.Framework; using MLEM.Extensions; using MonoGame.Extended; using MonoGame.Extended.Tiled; namespace MLEM.Extended.Tiled { public class TiledMapCollisions { private TiledMap map; private TileCollisionInfo[,,] collisionInfos; public TiledMapCollisions(TiledMap map = null) { if (map != null) this.SetMap(map); } public void SetMap(TiledMap map) { this.map = map; this.collisionInfos = new TileCollisionInfo[map.Layers.Count, map.Width, map.Height]; for (var i = 0; i < map.TileLayers.Count; i++) { for (var x = 0; x < map.Width; x++) { for (var y = 0; y < map.Height; y++) { this.UpdateCollisionInfo(i, x, y); } } } } public void UpdateCollisionInfo(int layerIndex, int x, int y) { var layer = this.map.TileLayers[layerIndex]; var tile = layer.GetTile(x, y); if (tile.IsBlank) { this.collisionInfos[layerIndex, x, y] = null; return; } var tilesetTile = tile.GetTilesetTile(this.map); this.collisionInfos[layerIndex, x, y] = new TileCollisionInfo(this.map, new Vector2(x, y), tile, tilesetTile); } public IEnumerable GetCollidingTiles(RectangleF area, Func included = null) { var inclusionFunc = included ?? (tile => tile.Collisions.Any(c => c.Intersects(area))); var minX = Math.Max(0, area.Left.Floor()); var maxX = Math.Min(this.map.Width - 1, area.Right); var minY = Math.Max(0, area.Top.Floor()); var maxY = Math.Min(this.map.Height - 1, area.Bottom); for (var i = 0; i < this.map.TileLayers.Count; i++) { for (var x = minX; x <= maxX; x++) { for (var y = minY; y <= maxY; y++) { var tile = this.collisionInfos[i, x, y]; if (tile == null) continue; if (inclusionFunc(tile)) yield return tile; } } } } public bool IsColliding(RectangleF area, Func included = null) { return this.GetCollidingTiles(area, included).Any(); } public class TileCollisionInfo { public readonly TiledMapTile Tile; public readonly TiledMapTilesetTile TilesetTile; public readonly ReadOnlyCollection Collisions; public TileCollisionInfo(TiledMap map, Vector2 position, TiledMapTile tile, TiledMapTilesetTile tilesetTile) { this.TilesetTile = tilesetTile; this.Tile = tile; var collisions = new List(); foreach (var obj in tilesetTile.Objects) collisions.Add(obj.GetArea(map, position)); this.Collisions = collisions.AsReadOnly(); } } } }