mirror of
https://github.com/Ellpeck/MLEM.git
synced 2024-10-31 21:00:51 +01:00
79 lines
No EOL
3.5 KiB
C#
79 lines
No EOL
3.5 KiB
C#
using Microsoft.Xna.Framework;
|
|
using Microsoft.Xna.Framework.Graphics;
|
|
using MLEM.Misc;
|
|
using MLEM.Startup;
|
|
|
|
namespace Demos {
|
|
/// <summary>
|
|
/// This is a demo for <see cref="AutoTiling"/>.
|
|
/// </summary>
|
|
public class AutoTilingDemo : Demo {
|
|
|
|
private Texture2D texture;
|
|
private string[] layout;
|
|
|
|
public AutoTilingDemo(MlemGame game) : base(game) {
|
|
}
|
|
|
|
public override void LoadContent() {
|
|
base.LoadContent();
|
|
// The layout of the texture is important for auto tiling to work correctly.
|
|
// It needs to be laid out as follows: Five tiles aligned horizontally within the texture file, with the following information
|
|
// 1. The texture used for filling big areas
|
|
// 2. The texture used for straight, horizontal borders, with the borders facing away from the center
|
|
// 3. The texture used for outer corners, with the corners facing away from the center
|
|
// 4. The texture used for straight, vertical borders, with the borders facing away from the center
|
|
// 5. The texture used for inner corners, with the corners facing away from the center
|
|
// Note that the AutoTiling.png texture contains an example of this layout
|
|
this.texture = LoadContent<Texture2D>("Textures/AutoTiling");
|
|
|
|
// in this example, a simple string array is used for layout purposes. As the AutoTiling method allows any kind of
|
|
// comparison, the actual implementation can vary (for instance, based on a more in-depth tile map)
|
|
this.layout = new[] {
|
|
"XXX X",
|
|
"XXXXX",
|
|
"XX ",
|
|
"XXXX ",
|
|
" X "
|
|
};
|
|
}
|
|
|
|
public override void DoDraw(GameTime gameTime) {
|
|
this.GraphicsDevice.Clear(Color.Black);
|
|
|
|
// the texture region supplied to the AutoTiling method should only encompass the first filler tile's location and size
|
|
const int tileSize = 8;
|
|
var region = new Rectangle(0, 0, tileSize, tileSize);
|
|
|
|
// drawing the auto tiles
|
|
this.SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, transformMatrix: Matrix.CreateScale(10));
|
|
for (var x = 0; x < 5; x++) {
|
|
for (var y = 0; y < 5; y++) {
|
|
// don't draw non-grass tiles ( )
|
|
if (this.layout[y][x] != 'X')
|
|
continue;
|
|
|
|
var x1 = x;
|
|
var y1 = y;
|
|
|
|
// the connectsTo function determines for any given tile if it should connect to, that is, auto-tile with the
|
|
// neighbor in the supplied offset direction. In this example, the layout determines where grass tiles are (X)
|
|
// and where there are none ( ).
|
|
bool ConnectsTo(int xOff, int yOff) {
|
|
// don't auto-tile out of bounds
|
|
if (x1 + xOff < 0 || y1 + yOff < 0 || x1 + xOff >= 5 || y1 + yOff >= 5)
|
|
return false;
|
|
// check if the neighboring tile is also grass (X)
|
|
return this.layout[y1 + yOff][x1 + xOff] == 'X';
|
|
}
|
|
|
|
AutoTiling.DrawAutoTile(this.SpriteBatch, new Vector2(x, y) * tileSize, this.texture, region, ConnectsTo, Color.White);
|
|
}
|
|
}
|
|
this.SpriteBatch.End();
|
|
|
|
base.DoDraw(gameTime);
|
|
}
|
|
|
|
}
|
|
} |