X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fcarfire;a=blobdiff_plain;f=CarFire%2FCarFire%2FCarFire%2FMap.cs;h=197099436bdb18d86a01c9aaec742801ad278bb5;hp=0e66b139221bf27d1206517e32461d3993fa879c;hb=fc34f843ea42a3496a7ff5dd04853695ba628e8b;hpb=b5eebc2087c00bb67b3a3b9ddcec4743aa7a8cdb diff --git a/CarFire/CarFire/CarFire/Map.cs b/CarFire/CarFire/CarFire/Map.cs index 0e66b13..1970994 100644 --- a/CarFire/CarFire/CarFire/Map.cs +++ b/CarFire/CarFire/CarFire/Map.cs @@ -19,10 +19,6 @@ namespace CarFire /// public class Map { - // DEBUG: Tilesets not implemented at all. - public static Texture2D DefaultTile; - - #region Public Constants public const float PixelsToUnitSquares = 64.0f; @@ -101,7 +97,9 @@ namespace CarFire /// public int Height { get { return mData.Metadata.GridHeight; } } - // TODO: This should return whatever object we end up using for tilesets. + /// + /// Get the name of the tileset. + /// public string Tileset { get { return mData.Metadata.Tileset; } } /// @@ -133,6 +131,17 @@ namespace CarFire set { mView.CenterCell = value; } } + /// + /// Get and set the tilemap with its associated texture and tile + /// character to coordinate mappings. This effects what the map looks + /// like when it is drawn. + /// + public Tilemap Tilemap + { + get { return mView.Tilemap; } + set { mView.Tilemap = value; } + } + /// /// Get and set the zoom of the map view. The default zoom is /// Map.PixelsToUnitSquares. @@ -394,6 +403,12 @@ namespace CarFire } } + public char GetCell(int x, int y) + { + if (IsOnMap(x, y)) return mGrid[x, y]; + return mDefaultTile; + } + public void ClearCell(int x, int y) { SetCell(x, y, mDefaultTile); @@ -489,6 +504,7 @@ namespace CarFire class View { public Vector2 CenterCell; + public Tilemap Tilemap; public float Zoom; @@ -510,21 +526,14 @@ namespace CarFire public void Draw(SpriteBatch spriteBatch) { + if (Tilemap == null) throw new Exception("Cannot draw map without first setting the tilemap."); mViewport = spriteBatch.GraphicsDevice.Viewport; - // TODO: There is no culling yet, but it runs so fast that it probably won't ever need it. for (int y = 0; y < mData.Metadata.GridHeight; y++) { for (int x = 0; x < mData.Metadata.GridWidth; x++) { - if (mData.IsCellOpen(x, y)) - { - spriteBatch.Draw(Map.DefaultTile, GetRectangleFromCoordinates(x, y), Color.White); - } - else - { - spriteBatch.Draw(Map.DefaultTile, GetRectangleFromCoordinates(x, y), Color.DarkBlue); - } + Tilemap.Draw(spriteBatch, mData.GetCell(x, y), GetRectangleFromCoordinates(x, y)); } } }