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58 lines
No EOL
3.5 KiB
C#
58 lines
No EOL
3.5 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace MLEM.Misc {
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/// <summary>
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/// This class contains a <see cref="DrawAutoTile"/> method that allows users to easily draw a tile with automatic connections.
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/// For auto-tiling in this manner to work, auto-tiled textures have to be laid out in a format described in <see cref="DrawAutoTile"/>.
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/// </summary>
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public static class AutoTiling {
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/// <summary>
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/// This method allows for a tiled texture to be drawn in an auto-tiling mode.
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/// This allows, for example, a grass patch on a tilemap to have nice looking edges that transfer over into a path without any hard edges between tiles.
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///
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/// For auto-tiling in this way to work, the tiles have to be laid out in a specific order. This order is shown in the auto-tiling demo's textures.
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/// For more information and an example, see <see href="https://github.com/Ellpeck/MLEM/blob/main/Demos/AutoTilingDemo.cs#L20-L28"/>
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/// </summary>
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/// <param name="batch"></param>
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/// <param name="pos"></param>
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/// <param name="texture"></param>
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/// <param name="textureRegion"></param>
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/// <param name="connectsTo"></param>
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/// <param name="color"></param>
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/// <param name="rotation"></param>
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/// <param name="origin"></param>
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/// <param name="scale"></param>
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/// <param name="layerDepth"></param>
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public static void DrawAutoTile(SpriteBatch batch, Vector2 pos, Texture2D texture, Rectangle textureRegion, ConnectsTo connectsTo, Color color, float rotation = 0, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0) {
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var org = origin ?? Vector2.Zero;
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var sc = scale ?? Vector2.One;
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var up = connectsTo(0, -1);
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var down = connectsTo(0, 1);
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var left = connectsTo(-1, 0);
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var right = connectsTo(1, 0);
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var xUl = up && left ? connectsTo(-1, -1) ? 0 : 4 : left ? 1 : up ? 3 : 2;
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var xUr = up && right ? connectsTo(1, -1) ? 0 : 4 : right ? 1 : up ? 3 : 2;
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var xDl = down && left ? connectsTo(-1, 1) ? 0 : 4 : left ? 1 : down ? 3 : 2;
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var xDr = down && right ? connectsTo(1, 1) ? 0 : 4 : right ? 1 : down ? 3 : 2;
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var (w, h) = textureRegion.Size;
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var (w2, h2) = new Point(w / 2, h / 2);
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batch.Draw(texture, new Vector2(pos.X, pos.Y), new Rectangle(textureRegion.X + 0 + xUl * w, textureRegion.Y + 0, w2, h2), color, rotation, org, sc, SpriteEffects.None, layerDepth);
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batch.Draw(texture, new Vector2(pos.X + 0.5F * w * sc.X, pos.Y), new Rectangle(textureRegion.X + w2 + xUr * w, textureRegion.Y + 0, w2, h2), color, rotation, org, sc, SpriteEffects.None, layerDepth);
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batch.Draw(texture, new Vector2(pos.X, pos.Y + 0.5F * h * sc.Y), new Rectangle(textureRegion.X + xDl * w, textureRegion.Y + h2, w2, h2), color, rotation, org, sc, SpriteEffects.None, layerDepth);
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batch.Draw(texture, new Vector2(pos.X + 0.5F * w * sc.X, pos.Y + 0.5F * h * sc.Y), new Rectangle(textureRegion.X + w2 + xDr * w, textureRegion.Y + h2, w2, h2), color, rotation, org, sc, SpriteEffects.None, layerDepth);
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}
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/// <summary>
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/// A delegate function that determines if a given offset position connects to an auto-tile location.
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/// </summary>
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/// <param name="xOff">The x offset</param>
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/// <param name="yOff">The y offset</param>
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public delegate bool ConnectsTo(int xOff, int yOff);
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}
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} |