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74 lines
No EOL
3.4 KiB
C#
74 lines
No EOL
3.4 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Misc;
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using MLEM.Startup;
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namespace Demos {
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/// <summary>
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/// This is a demo for <see cref="AutoTiling"/>.
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/// </summary>
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public class AutoTilingDemo : MlemGame {
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private Texture2D texture;
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private string[] layout;
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protected override void LoadContent() {
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base.LoadContent();
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// The layout of the texture is important for auto tiling to work correctly.
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// It needs to be laid out as follows: Five tiles aligned horizontally within the texture file, with the following information
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// 1. The texture used for filling big areas
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// 2. The texture used for straight, horizontal borders, with the borders facing away from the center
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// 3. The texture used for outer corners, with the corners facing away from the center
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// 4. The texture used for straight, vertical borders, with the borders facing away from the center
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// 5. The texture used for inner corners, with the corners facing away from the center
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// Note that the AutoTiling.png texture contains an example of this layout
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this.texture = LoadContent<Texture2D>("Textures/AutoTiling");
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// in this example, a simple string array is used for layout purposes. As the AutoTiling method allows any kind of
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// comparison, the actual implementation can vary (for instance, based on a more in-depth tile map)
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this.layout = new[] {
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"XXX X",
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"XXXXX",
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"XX ",
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"XXXX ",
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" X "
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};
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}
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protected override void DoDraw(GameTime gameTime) {
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this.GraphicsDevice.Clear(Color.Black);
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// the texture region supplied to the AutoTiling method should only encompass the first filler tile's location and size
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const int tileSize = 8;
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var region = new Rectangle(0, 0, tileSize, tileSize);
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// drawing the auto tiles
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this.SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, transformMatrix: Matrix.CreateScale(10));
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for (var x = 0; x < 5; x++) {
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for (var y = 0; y < 5; y++) {
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// don't draw non-grass tiles ( )
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if (this.layout[y][x] != 'X')
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continue;
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var x1 = x;
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var y1 = y;
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// the connectsTo function determines for any given tile if it should connect to, that is, auto-tile with the
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// neighbor in the supplied offset direction. In this example, the layout determines where grass tiles are (X)
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// and where there are none ( ).
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AutoTiling.ConnectsTo connectsTo = (xOff, yOff) => {
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// don't auto-tile out of bounds
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if (x1 + xOff < 0 || y1 + yOff < 0 || x1 + xOff >= 5 || y1 + yOff >= 5)
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return false;
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// check if the neighboring tile is also grass (X)
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return this.layout[y1 + yOff][x1 + xOff] == 'X';
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};
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AutoTiling.DrawAutoTile(this.SpriteBatch, new Vector2(x, y) * tileSize, this.texture, region, connectsTo, Color.White);
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}
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}
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this.SpriteBatch.End();
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base.DoDraw(gameTime);
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}
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}
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} |