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
/// </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
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
+ /// <summary>\r
+ /// Get and set the coordinate of the grid cell that should be in\r
+ /// the center of the screen when the map is drawn.\r
+ /// </summary>\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