Files
OpenRA/OpenRa.Game/Graphics/OverlayRenderer.cs
2009-10-10 22:08:59 +13:00

108 lines
2.9 KiB
C#
Executable File

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRa.FileFormats;
namespace OpenRa.Game.Graphics
{
class OverlayRenderer
{
static string[] overlaySpriteNames = new string[]
{
"sbag", "cycl", "brik", "fenc", "wood",
"gold01", "gold02", "gold03", "gold04",
"gem01", "gem02", "gem03", "gem04",
"v12", "v13", "v14", "v15", "v16", "v17", "v18",
"fpls", "wcrate", "scrate", "barb", "sbag",
};
static bool[] overlayIsFence = new bool[]
{
true, true, true, true, true,
false, false, false, false,
false, false, false, false,
false, false, false, false, false, false, false,
false, false, false, true, true,
};
static bool[] overlayIsOre = new bool[]
{
false, false, false, false, false,
true, true, true, true,
false, false, false, false,
false, false, false, false, false, false, false,
false, false, false, false, false,
};
static bool[] overlayIsGems = new bool[]
{
false, false, false, false, false,
false, false, false, false,
true, true, true, true,
false, false, false, false, false, false, false,
false, false, false, false, false,
};
Sprite[][] overlaySprites;
SpriteRenderer spriteRenderer;
Map map;
public OverlayRenderer( Renderer renderer, Map map )
{
this.spriteRenderer = new SpriteRenderer( renderer, true );
this.map = map;
overlaySprites = new Sprite[ overlaySpriteNames.Length ][];
for( int i = 0 ; i < overlaySpriteNames.Length ; i++ )
overlaySprites[ i ] = SpriteSheetBuilder.LoadAllSprites( overlaySpriteNames[ i ], ".shp", ".tem", ".sno" );
}
public void Draw()
{
for( int y = 0 ; y < 128 ; y++ )
{
for( int x = 0 ; x < 128 ; x++ )
{
if( map.MapTiles[ x, y ].overlay < overlaySprites.Length )
{
var location = new int2( x, y );
var sprites = overlaySprites[ map.MapTiles[ x, y ].overlay ];
var spriteIndex = 0;
if( overlayIsFence[ map.MapTiles[ x, y ].overlay ] )
spriteIndex = NearbyFences( x, y );
else if( overlayIsOre[ map.MapTiles[ x, y ].overlay ] )
spriteIndex = 11;
else if( overlayIsGems[ map.MapTiles[ x, y ].overlay ] )
spriteIndex = 2;
spriteRenderer.DrawSprite( sprites[ spriteIndex ], 24 * (float2)( location - map.Offset ), 0 );
}
}
}
spriteRenderer.Flush();
}
bool IsFence( int x, int y )
{
var o = map.MapTiles[ x, y ].overlay;
if( o < overlayIsFence.Length )
return overlayIsFence[ o ];
return false;
}
int NearbyFences( int x, int y )
{
int ret = 0;
if( IsFence( x, y - 1 ) )
ret |= 1;
if( IsFence( x + 1, y ) )
ret |= 2;
if( IsFence( x, y + 1 ) )
ret |= 4;
if( IsFence( x - 1, y ) )
ret |= 8;
return ret;
}
}
}