lots of experimental bits

This commit is contained in:
Chris Forbes
2010-02-28 22:43:54 +13:00
parent e7b48c7ea6
commit 45a4fa110e
22 changed files with 166 additions and 14 deletions

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#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenRA is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System;
using System.Linq;
using OpenRA.Graphics;
namespace OpenRA.Traits
{
class ResourceLayerInfo : ITraitInfo
{
public readonly string[] SpriteNames = { };
public readonly int[] OverlayIndices = { };
public readonly string Palette = "terrain";
public object Create(Actor self) { return new ResourceLayer(self, this); }
}
class ResourceLayer : IRenderOverlay, ILoadWorldHook
{
ResourceLayerInfo info;
Sprite[][] sprites;
CellContents[,] content = new CellContents[128,128];
SpriteRenderer sr;
public ResourceLayer(Actor self, ResourceLayerInfo info)
{
this.info = info;
sprites = info.SpriteNames.Select( f => SpriteSheetBuilder.LoadAllSprites(f)).ToArray();
sr = new SpriteRenderer( Game.renderer, true );
}
public void Render()
{
var shroud = Game.world.LocalPlayer.Shroud;
var map = Game.world.Map;
for (int y = map.YOffset; y < map.YOffset + map.Height; y++)
for (int x = map.XOffset; x < map.XOffset + map.Width; x++)
{
if (!shroud.IsExplored(new int2(x, y))) continue;
if (content[x, y].contents != null)
sr.DrawSprite(content[x, y].contents[content[x, y].density],
Game.CellSize * new int2(x, y),
info.Palette);
}
sr.Flush();
}
public void WorldLoaded(World w)
{
var map = w.Map;
for (int y = map.YOffset; y < map.YOffset + map.Height; y++)
for (int x = map.XOffset; x < map.XOffset + map.Width; x++)
if (info.OverlayIndices.Contains(w.Map.MapTiles[x, y].overlay))
content[x, y].contents = ChooseContent(w, w.Map.MapTiles[x, y].overlay);
}
Sprite[] ChooseContent(World w, int overlay)
{
return sprites[w.SharedRandom.Next(sprites.Length)];
}
public struct CellContents
{
public Sprite[] contents;
public int density;
}
}
}