]> Dogcows Code - chaz/carfire/blobdiff - CarFire/CarFire/CarFire/Map.cs
Map drawing implemented.
[chaz/carfire] / CarFire / CarFire / CarFire / Map.cs
index ed8c39fd1957986f0014a404d44c702ed982bfe3..b61f2bbcb1eef2f8e0e556efdcff645b3daf5d63 100644 (file)
@@ -2,11 +2,11 @@
 using System.Collections.Generic;\r
 using System.Linq;\r
 using System.Text;\r
-using Microsoft.Xna.Framework;\r
 using System.IO;\r
-using System.Text.RegularExpressions;\r
 using System.Runtime.Serialization;\r
 using System.Diagnostics;\r
+using Microsoft.Xna.Framework;\r
+using Microsoft.Xna.Framework.Graphics;\r
 \r
 namespace CarFire\r
 {\r
@@ -18,20 +18,21 @@ namespace CarFire
     /// </summary>\r
     public class Map\r
     {\r
-        #region Types\r
+        // DEBUG: Tilesets not implemented at all.\r
+        public static Texture2D DefaultTile;\r
 \r
-        public class Data\r
-        {\r
-            public string Author;\r
-            public string Name;\r
-            public int MinNumPlayers;\r
-            public int MaxNumPlayers;\r
-            public Point Dimensions;\r
-            public string Tileset;        // TODO: this should be a tilemap object\r
-            public Type Type;\r
-            public char[,] Grid;\r
-        }\r
-        \r
+        #region Public Constants\r
+\r
+        public const float PixelsToUnitSquares = 64.0f;\r
+\r
+        #endregion\r
+\r
+\r
+        #region Public Types\r
+\r
+        /// <summary>\r
+        /// The type of a map helps determine how the map is intended to be used.\r
+        /// </summary>\r
         public enum Type\r
         {\r
             None,\r
@@ -39,12 +40,301 @@ namespace CarFire
             Battle\r
         }\r
 \r
+        /// <summary>\r
+        /// The container class for map metadata.\r
+        /// </summary>\r
+        public class Metadata\r
+        {\r
+            public string Name;\r
+            public Type Type;\r
+            public string Author;\r
+            public HashSet<int> NumPlayers = new HashSet<int>();\r
+            public string Tileset;\r
+            public int GridWidth;\r
+            public int GridHeight;\r
+        }\r
+\r
+        #endregion\r
+\r
+\r
+        #region Public Attributes\r
+\r
+        /// <summary>\r
+        /// Get the name of the map.\r
+        /// </summary>\r
+        public string Name { get { return mData.Metadata.Name; } }\r
+\r
+        /// <summary>\r
+        /// Get the type of the map.\r
+        /// </summary>\r
+        //public Type Type { get { return mData.mMetadata.Type; } }\r
+\r
+        /// <summary>\r
+        /// Get the author of the map.\r
+        /// </summary>\r
+        public string Author { get { return mData.Metadata.Author; } }\r
+\r
+        /// <summary>\r
+        /// Get a set of integers containing each allowable number of players.\r
+        /// </summary>\r
+        public HashSet<int> NumPlayers { get { return mData.Metadata.NumPlayers; } }\r
+\r
+        /// <summary>\r
+        /// Get the width of the map, in grid units.\r
+        /// </summary>\r
+        public int Width { get { return mData.Metadata.GridWidth; } }\r
+\r
+        /// <summary>\r
+        /// Get the height of the map, in grid units.\r
+        /// </summary>\r
+        public int Height { get { return mData.Metadata.GridHeight; } }\r
+\r
+        // TODO: This should return whatever object we end up using for tilesets.\r
+        public string Tileset { get { return mData.Metadata.Tileset; } }\r
+\r
+\r
+        public Vector2 CenterCell\r
+        {\r
+            get { return mView.CenterCell; }\r
+            set { mView.CenterCell = value; }\r
+        }\r
+\r
+        #endregion\r
+\r
+\r
+        #region Public Methods\r
+\r
+        /// <summary>\r
+        /// Construct a map with the provided map data.\r
+        /// </summary>\r
+        /// <param name="data">Map data.</param>\r
+        public Map(Metadata metadata, char[,] grid, Dictionary<char, Dictionary<string, string>> entities)\r
+        {\r
+            mData = new Modal(metadata, grid, entities);\r
+            mView = new View(mData);\r
+        }\r
+\r
+\r
+        /// <summary>\r
+        /// Draw a representation of the map to the screen.\r
+        /// </summary>\r
+        /// <param name="spriteBatch">The jeewiz.</param>\r
+        public void Draw(SpriteBatch spriteBatch)\r
+        {\r
+            mView.Draw(spriteBatch);\r
+        }\r
+\r
+\r
+        /// <summary>\r
+        /// Get a point in screen-space from a coordinate in gridspace.\r
+        /// </summary>\r
+        /// <param name="x">X-coordinate.</param>\r
+        /// <param name="y">Y-coordinate.</param>\r
+        /// <returns>Transformed point.</returns>\r
+        public Point GetPointFromCoordinates(float x, float y)\r
+        {\r
+            return mView.GetPointFromCoordinates(x, y);\r
+        }\r
+\r
+        /// <summary>\r
+        /// Get a point in screen-space from a coordinate in gridspace.\r
+        /// </summary>\r
+        /// <param name="point">X,Y-coordinates.</param>\r
+        /// <returns>Transformed point.</returns>\r
+        public Point GetPointFromCoordinates(Vector2 point)\r
+        {\r
+            return mView.GetPointFromCoordinates(point.X, point.Y);\r
+        }\r
+\r
+        /// <summary>\r
+        /// Get a rectangle in screen-space centered around a coordinate in gridspace.\r
+        /// </summary>\r
+        /// <param name="x">X-coordinate.</param>\r
+        /// <param name="y">Y-coordinate.</param>\r
+        /// <returns>Transformed rectangle.</returns>\r
+        public Rectangle GetRectangleFromCoordinates(float x, float y)\r
+        {\r
+            return mView.GetRectangleFromCoordinates(x, y);\r
+        }\r
+\r
+        /// <summary>\r
+        /// Get a rectangle in screen-space centered around a coordinate in gridspace.\r
+        /// </summary>\r
+        /// <param name="point">X,Y-coordinates.</param>\r
+        /// <returns>Transformed rectangle.</returns>\r
+        public Rectangle GetRectangleFromCoordinates(Vector2 point)\r
+        {\r
+            return mView.GetRectangleFromCoordinates(point.X, point.Y);\r
+        }\r
+\r
+\r
+        /// <summary>\r
+        /// Determine whether or not a cell can be occupied by a game entity.\r
+        /// </summary>\r
+        /// <param name="x">X-coordinate.</param>\r
+        /// <param name="y">Y-coordinate.</param>\r
+        /// <returns>True if cell can be occupied, false otherwise.</returns>\r
+        public bool IsCellOpen(int x, int y)\r
+        {\r
+            return mData.IsCellOpen(x, y);\r
+        }\r
+\r
+        /// <summary>\r
+        /// Determine whether or not a cell can be occupied by a game entity.\r
+        /// </summary>\r
+        /// <param name="x">X,Y-coordinates.</param>\r
+        /// <returns>True if cell can be occupied, false otherwise.</returns>\r
+        public bool IsCellOpen(Point point)\r
+        {\r
+            return mData.IsCellOpen(point.X, point.Y);\r
+        }\r
+\r
+\r
+        /// <summary>\r
+        /// Get the entities loaded from the map file.\r
+        /// </summary>\r
+        /// <returns>Dictionary of entities.  The keys are the entity\r
+        /// identifiers and the value is a dictionary of key-value pairs\r
+        /// associated with that entity.</returns>\r
+        public Dictionary<char, Dictionary<string, string>> GetEntities()\r
+        {\r
+            return mData.Entities;\r
+        }\r
+\r
         #endregion\r
 \r
 \r
-        public Map(Data data)\r
+        #region Private Types\r
+\r
+        class Modal\r
+        {\r
+            Metadata mMetadata;\r
+            char[,] mGrid;\r
+            Dictionary<char, Dictionary<string, string>> mEntities;\r
+\r
+            public Modal(Metadata metadata, char[,] grid, Dictionary<char, Dictionary<string, string>> entities)\r
+            {\r
+                Debug.Assert(metadata != null);\r
+                Debug.Assert(grid != null);\r
+                Debug.Assert(entities != null);\r
+                Debug.Assert(metadata.GridWidth * metadata.GridHeight == grid.Length);\r
+\r
+                mMetadata = metadata;\r
+                mGrid = grid;\r
+                mEntities = entities;\r
+\r
+#if DEBUG\r
+                Console.WriteLine("Loaded map {0} of type {1} written by {2}.",\r
+                    metadata.Name,\r
+                    metadata.Type,\r
+                    metadata.Author);\r
+#endif\r
+            }\r
+\r
+\r
+            public Metadata Metadata { get { return mMetadata; } }\r
+            public Dictionary<char, Dictionary<string, string>> Entities { get { return mEntities; } }\r
+\r
+\r
+            public bool IsCellOpen(int x, int y)\r
+            {\r
+                // TODO: Still need to define characters for types of scenery.\r
+                return mGrid[x, y] == ' ';\r
+            }\r
+        }\r
+\r
+        class View\r
         {\r
-            Console.WriteLine("Read map " + data.Name + " of type " + data.Type + " written by " + data.Author);\r
+            Modal mData;\r
+\r
+            public Vector2 CenterCell;\r
+            Viewport mViewport;\r
+\r
+\r
+            public View(Modal data)\r
+            {\r
+                Debug.Assert(data != null);\r
+                mData = data;\r
+            }\r
+\r
+            public void Draw(SpriteBatch spriteBatch)\r
+            {\r
+                mViewport = spriteBatch.GraphicsDevice.Viewport;\r
+\r
+                // TODO: There is no culling yet, but it runs so fast that it probably won't ever need it.\r
+                for (int y = 0; y < mData.Metadata.GridHeight; y++)\r
+                {\r
+                    for (int x = 0; x < mData.Metadata.GridWidth; x++)\r
+                    {\r
+                        if (mData.IsCellOpen(x, y))\r
+                        {\r
+                            spriteBatch.Draw(Map.DefaultTile, GetRectangleFromCoordinates(x, y), Color.White);\r
+                        }\r
+                        else\r
+                        {\r
+                            spriteBatch.Draw(Map.DefaultTile, GetRectangleFromCoordinates(x, y), Color.DarkBlue);\r
+                        }\r
+                    }\r
+                }\r
+            }\r
+\r
+            /// <summary>\r
+            /// Get a matrix to transform a point from grid-space to screen coordinates.  This\r
+            /// method uses the viewport to bound the edges of the map such that the camera\r
+            /// will not show anything outside of the grid.\r
+            /// </summary>\r
+            /// <param name="center">The point to put in the center.</param>\r
+            /// <returns>The transformation matrix.</returns>\r
+            Matrix GetTransformation(Vector2 center)\r
+            {\r
+                float halfRatio = PixelsToUnitSquares * 0.5f;\r
+                Matrix transform = Matrix.CreateTranslation(-center.X, -center.Y, 0.0f);\r
+                transform *= Matrix.CreateScale(PixelsToUnitSquares);\r
+                transform *= Matrix.CreateTranslation(mViewport.Width * 0.5f - halfRatio,\r
+                    mViewport.Height * 0.5f - halfRatio, 0.0f);\r
+\r
+                Vector2 topLeft = Vector2.Transform(new Vector2(0.0f, 0.0f), transform);\r
+                topLeft.X = Math.Max(mViewport.X, topLeft.X);\r
+                topLeft.Y = Math.Max(mViewport.Y, topLeft.Y);\r
+                transform *= Matrix.CreateTranslation(-topLeft.X, -topLeft.Y, 0.0f);\r
+\r
+                Vector2 bottomRight = Vector2.Transform(new Vector2((float)mData.Metadata.GridWidth,\r
+                    (float)mData.Metadata.GridHeight), transform);\r
+                float right = mViewport.X + mViewport.Width;\r
+                float bottom = mViewport.Y + mViewport.Height;\r
+                bottomRight.X = Math.Min(right, bottomRight.X) - right;\r
+                bottomRight.Y = Math.Min(bottom, bottomRight.Y) - bottom;\r
+                transform *= Matrix.CreateTranslation(-bottomRight.X, -bottomRight.Y, 0.0f);\r
+\r
+                return transform;\r
+            }\r
+\r
+\r
+            public Point GetPointFromCoordinates(float x, float y)\r
+            {\r
+                Matrix transform = GetTransformation(CenterCell);\r
+                Vector2 point = Vector2.Transform(new Vector2(x, y), transform);\r
+\r
+                return new Point((int)point.X, (int)point.Y);\r
+            }\r
+\r
+            public Rectangle GetRectangleFromCoordinates(float x, float y)\r
+            {\r
+                Matrix transform = GetTransformation(CenterCell);\r
+                Vector2 point = Vector2.Transform(new Vector2(x, y), transform);\r
+                \r
+                return new Rectangle((int)point.X, (int)point.Y, (int)PixelsToUnitSquares, (int)PixelsToUnitSquares);\r
+            }\r
         }\r
+\r
+        #endregion\r
+\r
+\r
+        #region Private Variables\r
+\r
+        Modal mData;\r
+        View mView;\r
+\r
+        #endregion\r
     }\r
 }\r
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