Going to start using Wang tiles
This commit is contained in:
@@ -18,19 +18,20 @@ namespace Collector.Character
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private int _frameNumber;
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private float _timeSinceLastFrame;
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private readonly Main _main;
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private readonly Chunks _chunks;
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private readonly World _world;
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private readonly Player _player;
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private readonly PlayerMouse _playerMouse;
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public InputController(OrthographicCamera cam, SpriteBatch spriteBatch, ContentManager contentManager, Main main, Chunks chunks, Player player)
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public InputController(OrthographicCamera cam, SpriteBatch spriteBatch, ContentManager contentManager, Main main, World world, Player player, PlayerMouse playerMouse)
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{
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Input = "Down";
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_cam = cam;
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_spriteBatch = spriteBatch;
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_main = main;
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_chunks = chunks;
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_world = world;
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_player = player;
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_playerMouse = playerMouse;
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_frameNumber = 0;
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_texture = contentManager.Load<Texture2D>("man");
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const int tileSize = 32;
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@@ -169,7 +170,7 @@ namespace Collector.Character
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}
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if (mouseState.LeftButton == ButtonState.Pressed)
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{
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_chunks.RemoveBlock(PlayerMouse.GetSelectedX(),PlayerMouse.GetSelectedY());
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_world.RemoveBlock(PlayerMouse.GetSelectedX(),PlayerMouse.GetSelectedY());
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}
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if (mouseState.RightButton == ButtonState.Pressed)
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{
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@@ -179,7 +180,7 @@ namespace Collector.Character
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private void PlaceSelectedBlock(Blocks selectedItem)
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{
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_chunks.PlaceBlock(PlayerMouse.GetSelectedX(), PlayerMouse.GetSelectedY(), selectedItem);
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_world.PlaceBlock(PlayerMouse.GetSelectedX(), PlayerMouse.GetSelectedY(), selectedItem);
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}
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private void UpdateAnimationFrame(GameTime gameTime)
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@@ -8,7 +8,11 @@ public class Inventory {
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public static Blocks GetSelectedItem()
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{
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return (Blocks) Gui._combo.SelectedIndex.Value;
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if (Gui._combo.SelectedIndex != null) return (Blocks) Gui._combo.SelectedIndex.Value;
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else
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{
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return Blocks.BlockAir;
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}
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}
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public LinkedList<ItemStack> GetInventory() {
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@@ -11,26 +11,26 @@ namespace Collector.Character
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public static float X { get; private set; }
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public static float Y { get; private set; }
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private RectangleF _playerBounds;
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private Chunks _chunks { get; }
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private World World { get; }
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public Player(int x, int y, Chunks chunks)
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public Player(int x, int y, World world)
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{
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X = x;
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Y = y;
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_chunks = chunks;
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World = world;
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_playerBounds = new RectangleF(x, y, IRestrictions.TileSize * 0.5f, IRestrictions.TileSize * 0.35f);
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}
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public void Move(OrthographicCamera cam, float x, float y)
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{
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Teleport(cam, x, 0);
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if (_chunks.LoadedCollisions.Values.Any(collisionsValue => collisionsValue.Rectangle.Intersects(_playerBounds)))
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if (World.LoadedCollisions.Values.Any(collisionsValue => collisionsValue.Rectangle.Intersects(_playerBounds)))
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{
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Teleport(cam, -x, 0);
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}
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Teleport(cam, 0, y);
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if (_chunks.LoadedCollisions.Values.Any(collisionsValue => collisionsValue.Rectangle.Intersects(_playerBounds)))
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if (World.LoadedCollisions.Values.Any(collisionsValue => collisionsValue.Rectangle.Intersects(_playerBounds)))
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{
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Teleport(cam, 0, -y);
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}
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@@ -1,6 +1,6 @@
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namespace Collector.Dimension
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{
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public class Autotiling
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public class WangTile
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{
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}
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@@ -7,7 +7,7 @@ using Collector.ThirdPartyCode;
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namespace Collector.Dimension
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{
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public class Chunks
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public class World
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{
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public Dictionary<Tuple<int, int, int>, Blocks> LoadedChunks { get; } = new Dictionary<Tuple<int, int, int>, Blocks>();
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private readonly Dictionary<Tuple<int, int, int>, Blocks> _savedChunks = new Dictionary<Tuple<int, int, int>, Blocks>();
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@@ -66,13 +66,6 @@ namespace Collector.Dimension
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);
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}
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}
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public void CreateStructures() {
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const int i = 10;
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SetBlock(3 + i, 2,1,Blocks.BlockWall);
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SetBlock(4 + i, 2,1,Blocks.BlockWall);
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SetBlock(3 + i, 3,1, Blocks.BlockRoof);
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SetBlock(4 + i, 3,1,Blocks.BlockRoof);
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}
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private void SetBlock(int x, int y, int z, Blocks name)
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{
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@@ -109,7 +102,7 @@ namespace Collector.Dimension
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_savedChunks[tuple] = Blocks.BlockAir;
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}
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public void UngenerateChunk(float x, float y) {
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private void UngenerateChunk(float x, float y) {
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var startX = (int)x << IRestrictions.ChunkShift;
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var startY = (int)y << IRestrictions.ChunkShift;
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var endX = startX + IRestrictions.ChunkSize;
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@@ -125,7 +118,7 @@ namespace Collector.Dimension
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}
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}
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public void GenerateChunk(float x, float y) {
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private void GenerateChunk(float x, float y) {
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var startX = (int)x << IRestrictions.ChunkShift;
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var startY = (int)y << IRestrictions.ChunkShift;
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var endX = startX + IRestrictions.ChunkSize;
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@@ -252,7 +245,7 @@ namespace Collector.Dimension
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return moisture < 0.66 ? "TropicalSeasonalForest" : "TropicalRainForest";
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}
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public bool IsEmpty(float x, float y){
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private bool IsEmpty(float x, float y){
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return !LoadedChunks.ContainsKey(new Tuple<int,int,int>((int)x * 8, (int)y * 8,0));
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}
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}
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@@ -11,26 +11,26 @@ namespace Collector.Dimension
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private readonly InputController _inputController;
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private readonly SpriteBatch _spriteBatch;
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private readonly Main _main;
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private readonly Chunks _chunks;
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private readonly World _world;
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public WorldRenderer(PlayerMouse playerMouse, InputController inputController, SpriteBatch spriteBatch, Main main, Chunks chunks)
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public WorldRenderer(PlayerMouse playerMouse, InputController inputController, SpriteBatch spriteBatch, Main main, World world)
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{
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_playerMouse = playerMouse;
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_inputController = inputController;
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_spriteBatch = spriteBatch;
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_main = main;
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_chunks = chunks;
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_chunks.Impassable.Add(Blocks.BlockWater);
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_chunks.Impassable.Add(Blocks.BlockRoof);
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_chunks.Impassable.Add(Blocks.BlockWall);
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_world = world;
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_world.Impassable.Add(Blocks.BlockWater);
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_world.Impassable.Add(Blocks.BlockRoof);
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_world.Impassable.Add(Blocks.BlockWall);
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}
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private void DrawWorld(SpriteBatch batch, int layer)
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{
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foreach (var chunkpair in _chunks.LoadedChunks.Keys.Where(chunkpair => layer==chunkpair.Item3))
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foreach (var chunkpair in _world.LoadedChunks.Keys.Where(chunkpair => layer==chunkpair.Item3))
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{
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batch.Draw(
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Main.Materials[_chunks.LoadedChunks[chunkpair]],
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Main.Materials[_world.LoadedChunks[chunkpair]],
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new Rectangle(
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chunkpair.Item1,
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chunkpair.Item2,
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@@ -16,7 +16,7 @@ namespace Collector.UI
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_desktop = desktop;
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}
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public void LoadGUI()
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public void LoadGui()
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{
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var grid = new Grid
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{
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@@ -49,6 +49,8 @@ namespace Collector.UI
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_combo.Items.Add(new ListItem(name.ToString(), Color.White));
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}
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_combo.SelectedItem = _combo.Items[2];
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grid.Widgets.Add(_combo);
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@@ -67,7 +69,7 @@ namespace Collector.UI
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};
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}
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private Grid InventoryGrid()
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private static Grid InventoryGrid()
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{
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var textBox1 = new TextBox {AcceptsKeyboardFocus = true};
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var checkBox1 = new CheckBox {Text = "Item1", GridRow = 1, AcceptsKeyboardFocus = false};
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@@ -123,7 +125,7 @@ namespace Collector.UI
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return grid1;
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}
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public void Update()
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public static void Update()
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{
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}
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