Description:
Add Edge drawing functions (from last night).
Commit status:
[Not Reviewed]
References:
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Comments:
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@@ -738,6 +738,10 | |||
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738 | 738 | Tile.OutlineSquare(batch, 3, 1, Color.Blue, 2); |
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739 | 739 | Tile.OutlineSquare(batch, 5, 1, Color.Green, 2); |
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740 | 740 | Tile.OutlineSquare(batch, 7, 1, Color.Orange, 2); |
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741 | Tile.OutlineSquare(batch, 9, 1, Color.Orange, 3); | |
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742 | Tile.OutlineSquare2(batch, 12, 1, Color.Orange, 2); | |
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743 | ||
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744 | Tile.drawEdge(batch, new Edge {Start=new Vector2(14, 1), End= new Vector2(15, 1)}, Color.Orange); | |
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741 | 745 | #endif |
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742 | 746 | |
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743 | 747 |
@@ -5,6 +5,12 | |||
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5 | 5 | |
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6 | 6 | namespace isometricparkfna |
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7 | 7 | { |
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8 | ||
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9 | public struct Edge { | |
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10 | public Vector2 Start; | |
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11 | public Vector2 End; | |
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12 | ||
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13 | } | |
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8 | 14 | public class Tile |
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9 | 15 | { |
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10 | 16 | //blatantly stolen from XNA resources.com |
@@ -79,13 +85,79 | |||
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79 | 85 | } |
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80 | 86 | |
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81 | 87 | |
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88 | static public void OutlineSquare2(SpriteBatch batch, float x, float y, Color color, int size) | |
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89 | { | |
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90 | Vector2 adjust2 = new Vector2(Tile.TileSpriteWidth / 2, Tile.TileSpriteHeight); //TODO figure out why this second value shouldn't be halved | |
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91 | ||
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92 | //Upper right | |
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93 | //float x = this.mouseGrid.X; | |
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94 | //float y = this.mouseGrid.Y; | |
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95 | // | |
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96 | int size_less_one = size - 1; | |
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97 | ||
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98 | Line.drawLine(batch, | |
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99 | new Vector2(((x - y) * Tile.TileSpriteWidth / 2), (x + y) * Tile.TileSpriteHeight / 2) + adjust2, | |
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100 | //new Vector2(this.squaresAcross * Tile.TileSpriteWidth, (y+1) * Tile.TileSpriteHeight), | |
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101 | new Vector2(((x - y + size_less_one) * Tile.TileSpriteWidth / 2), (x + y + size_less_one) * Tile.TileSpriteHeight / 2) + adjust2, | |
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102 | color, 0.79f); | |
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103 | ||
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104 | //Bottom right | |
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105 | Line.drawLine(batch, | |
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106 | new Vector2(((x + size - y) * Tile.TileSpriteWidth / 2), (x + size_less_one + y) * Tile.TileSpriteHeight / 2) + adjust2, | |
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107 | //new Vector2(this.squaresAcross * Tile.TileSpriteWidth, (y+1) * Tile.TileSpriteHeight), | |
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108 | new Vector2(((x + size - (y + size)) * Tile.TileSpriteWidth / 2), (x + size_less_one + (y + size_less_one)) * Tile.TileSpriteHeight / 2) + adjust2, | |
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109 | color, 0.79f); | |
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110 | //Bottom left | |
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111 | Line.drawLine(batch, | |
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112 | new Vector2(((x - (y + size)) * Tile.TileSpriteWidth / 2), (x + y + size) * Tile.TileSpriteHeight / 2) + adjust2, | |
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113 | //new Vector2(this.squaresAcross * Tile.TileSpriteWidth, (y+1) * Tile.TileSpriteHeight), | |
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114 | new Vector2(((x + size - (y + size)) * Tile.TileSpriteWidth / 2), (x + size + (y + size)) * Tile.TileSpriteHeight / 2) + adjust2, | |
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115 | color, 0.79f); | |
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116 | //Upper left | |
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117 | Line.drawLine(batch, | |
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118 | new Vector2(((x - y) * Tile.TileSpriteWidth / 2), (x + y) * Tile.TileSpriteHeight / 2) + adjust2, | |
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119 | //new Vector2(this.squaresAcross * Tile.TileSpriteWidth, (y+1) * Tile.TileSpriteHeight), | |
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120 | new Vector2(((x - (y + size)) * Tile.TileSpriteWidth / 2), (x + (y + size)) * Tile.TileSpriteHeight / 2) + adjust2, | |
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121 | color, 0.79f); | |
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122 | } | |
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123 | ||
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124 | public static void drawOutline(SpriteBatch batch, Color color) { | |
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125 | Vector2[] squares = {new Vector2(15, 1), new Vector2(15,2)}; | |
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126 | ||
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127 | foreach (Vector2 square in squares) { | |
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128 | } | |
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129 | } | |
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130 | ||
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131 | public static void drawEdge(SpriteBatch batch, Edge edge, Color color) { | |
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132 | ||
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133 | //x = edge.Start.X | |
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134 | //y = edge.Start.y | |
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135 | //y + size = edge.End.y | |
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136 | //x + size = edge.End.x | |
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137 | ||
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138 | Vector2 adjust2 = new Vector2(Tile.TileSpriteWidth / 2, Tile.TileSpriteHeight); //TODO figure out why this second value shouldn't be halved | |
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139 | ||
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140 | Line.drawLine(batch, | |
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141 | new Vector2(((edge.Start.X - edge.Start.Y) * Tile.TileSpriteWidth / 2), (edge.Start.X + edge.Start.Y) * Tile.TileSpriteHeight / 2) + adjust2, | |
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142 | //new Vector2(this.squaresAcross * Tile.TileSpriteWidth, (y+1) * Tile.TileSpriteHeight), | |
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143 | new Vector2(((edge.End.X - edge.End.Y) * Tile.TileSpriteWidth / 2), (edge.End.X + edge.End.Y) * Tile.TileSpriteHeight / 2) + adjust2, | |
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144 | color, 0.79f); | |
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145 | } | |
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146 | ||
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147 | public static void drawEdges(SpriteBatch batch, Edge[] edges, Color color) { | |
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148 | foreach (Edge edge in edges) { | |
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149 | drawEdge(batch, edge, color); | |
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150 | } | |
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151 | } | |
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152 | ||
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153 | ||
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82 | 154 | public static void drawTileAt(SpriteBatch batch, int x, int y, int tileIndex, int height, float depth) |
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83 | { | |
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155 | { | |
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84 | 156 | |
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85 | 157 | int height_adjust = 0; |
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86 | 158 | |
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87 | 159 | if (height > 1) //not sure why this is necessary :/ |
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88 | { | |
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160 | { | |
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89 | 161 | height_adjust = height; |
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90 | 162 | } |
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91 | 163 |
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