/// </summary>\r
public class Map\r
{\r
- // DEBUG: Tilesets not implemented at all.\r
- public static Texture2D DefaultTile;\r
-\r
- #region Public Exceptions\r
-\r
- /// <summary>\r
- /// This exception is thrown during the loading of a map if any\r
- /// part of the map file is inconsistent with the expected format\r
- /// and order.\r
- /// </summary>\r
- public class RuntimeException : System.ApplicationException\r
- {\r
- public RuntimeException() { }\r
-\r
- public RuntimeException(string message) :\r
- base(message) { }\r
-\r
- public RuntimeException(string message, System.Exception inner) :\r
- base(message, inner) { }\r
-\r
- protected RuntimeException(SerializationInfo info, StreamingContext context) :\r
- base(info, context) { }\r
- }\r
-\r
- #endregion\r
-\r
-\r
#region Public Constants\r
\r
- public const float PixelsToUnitSquares = 60.0f;\r
+ public const float PixelsToUnitSquares = 64.0f;\r
\r
#endregion\r
\r
#endregion\r
\r
\r
- #region Public Attributes\r
+ #region Public Properties\r
\r
/// <summary>\r
/// Get the name of the map.\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
+ /// <summary>\r
+ /// Get the name of the tileset.\r
+ /// </summary>\r
public string Tileset { get { return mData.Metadata.Tileset; } }\r
\r
/// <summary>\r
- /// Get a list of the raw entity containers loaded with the map.\r
+ /// Get the current grid of open cells. On the grid, true means\r
+ /// the cell is open (i.e. an entity can occupy that cell), and false\r
+ /// means the cell is closed. Note that, just like Map.IsCellOpen,\r
+ /// only static scenery is considered; the grid cannot tell you\r
+ /// whether or not an entity is already occupying the cell.\r
+ /// </summary>\r
+ public bool[,] Grid { get { return mData.Grid; } }\r
+\r
+ /// <summary>\r
+ /// Get a list of the raw entity containers loaded with the map. If you\r
+ /// want to get the actual entity objects, use Map.GetEntities and\r
+ /// Map.GetAllEntities instead.\r
/// </summary>\r
public List<RawEntity> RawEntities { get { return mData.Entities; } }\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
+ /// the center of the screen when the map is drawn. Setting this\r
+ /// will change the viewport of the map and will effect the return\r
+ /// values of Map.GetPointFromCoordinates and Map.GetRectangleFromCoordinates.\r
/// </summary>\r
public Vector2 CenterCell\r
{\r
set { mView.CenterCell = value; }\r
}\r
\r
+ /// <summary>\r
+ /// Get and set the tilemap with its associated texture and tile\r
+ /// character to coordinate mappings. This effects what the map looks\r
+ /// like when it is drawn.\r
+ /// </summary>\r
+ public Tilemap Tilemap\r
+ {\r
+ get { return mView.Tilemap; }\r
+ set { mView.Tilemap = value; }\r
+ }\r
+\r
+ /// <summary>\r
+ /// Get and set the zoom of the map view. The default zoom is\r
+ /// Map.PixelsToUnitSquares.\r
+ /// </summary>\r
+ public float Zoom\r
+ {\r
+ get { return mView.Zoom; }\r
+ set { mView.Zoom = value; }\r
+ }\r
+\r
#endregion\r
\r
\r
/// <param name="metadata">The metadata.</param>\r
/// <param name="grid">The grid.</param>\r
/// <param name="entities">The entities.</param>\r
- public Map(Metadata metadata, char[,] grid, List<RawEntity> entities)\r
+ public Map(Metadata metadata, char[,] grid, char defaultTile,\r
+ List<RawEntity> entities, Point[] playerPositions)\r
{\r
- mData = new Modal(metadata, grid, entities);\r
+ mData = new Model(metadata, grid, defaultTile, entities, playerPositions);\r
mView = new View(mData);\r
}\r
\r
return mData.IsCellOpen(x, y);\r
}\r
\r
+ /// <summary>\r
+ /// created by Brady for AI precalculations\r
+ /// </summary>\r
+ /// <param name="x">X-coordinate.</param>\r
+ /// <param name="y">Y-coordinate.</param>\r
+ public bool IsWall(int x, int y)\r
+ {\r
+ return mData.IsWall(x, y);\r
+ }\r
+\r
/// <summary>\r
/// Determine whether or not a cell can be occupied by a game entity.\r
/// </summary>\r
}\r
\r
\r
+ /// <summary>\r
+ /// Get the starting position of a player.\r
+ /// </summary>\r
+ /// <param name="playerNumber">The number of the player (i.e. 1-4).\r
+ /// This number must be a valid player number.</param>\r
+ /// <returns>The starting position of the player.</returns>\r
+ public Point GetStartingPositionForPlayer(int playerNumber)\r
+ {\r
+ Debug.Assert(1 <= playerNumber && playerNumber <= NumPlayers.Max());\r
+ return mData.PlayerPositions[playerNumber];\r
+ }\r
+\r
+\r
/// <summary>\r
/// Get all the entities loaded from the map file. Exceptions could be\r
/// thrown if there are entities without associated classes.\r
/// </summary>\r
+ /// <param name="game">The game reference to be passed to entities.</param>\r
/// <returns>List of entity objects loaded.</returns>\r
- public List<object> GetAllEntities()\r
+ public List<IEntity> GetAllEntities(Game game)\r
{\r
- return mData.GetAllEntities();\r
+ return mData.GetAllEntities(game);\r
}\r
\r
/// <summary>\r
/// Get the entities of a certain type loaded from the map file. Exceptions\r
/// could be thrown if there are entities without associated classes.\r
/// </summary>\r
+ /// <param name="game">The game reference to be passed to entities.</param>\r
/// <typeparam name="T">Type of the entity you want a list of.</typeparam>\r
/// <returns>List of entity objects loaded.</returns>\r
- public List<T> GetEntities<T>()\r
+ public List<T> GetEntities<T>(Game game)\r
+ {\r
+ return mData.GetEntities<T>(game);\r
+ }\r
+\r
+\r
+ /// <summary>\r
+ /// Set the tile of a cell.\r
+ /// </summary>\r
+ /// <param name="x">X-coordinate.</param>\r
+ /// <param name="y">Y-coordinate.</param>\r
+ /// <param name="tile">The character representing the tile.</param>\r
+ public void SetCell(int x, int y, char tile)\r
+ {\r
+ mData.SetCell(x, y, tile);\r
+ }\r
+\r
+ /// <summary>\r
+ /// Set the tile of a cell.\r
+ /// </summary>\r
+ /// <param name="point">X,Y-coordinates.</param>\r
+ /// <param name="tile">The character representing the tile.</param>\r
+ public void SetCell(Point point, char tile)\r
+ {\r
+ mData.SetCell(point.X, point.Y, tile);\r
+ }\r
+\r
+\r
+ /// <summary>\r
+ /// Clear a cell to the default tile.\r
+ /// </summary>\r
+ /// <param name="x">X-coordinate.</param>\r
+ /// <param name="y">Y-coordinate.</param>\r
+ public void ClearCell(int x, int y)\r
+ {\r
+ mData.ClearCell(x, y);\r
+ }\r
+\r
+ /// <summary>\r
+ /// Clear a cell to the default tile.\r
+ /// </summary>\r
+ /// <param name="point">X,Y-coordinates.</param>\r
+ public void ClearCell(Point point)\r
+ {\r
+ mData.ClearCell(point.X, point.Y);\r
+ }\r
+\r
+\r
+ /// <summary>\r
+ /// Reset the map to the state it was at right after loading.\r
+ /// </summary>\r
+ public void Reset()\r
{\r
- return mData.GetEntities<T>();\r
+ mData.Reset();\r
+ mView.Reset();\r
}\r
\r
#endregion\r
\r
#region Private Types\r
\r
- class Modal\r
+ class Model\r
{\r
- Metadata mMetadata;\r
- char[,] mGrid;\r
- List<RawEntity> mEntities;\r
+ public Metadata Metadata { get { return mMetadata; } }\r
+ public List<RawEntity> Entities { get { return mEntities; } }\r
+ public Point[] PlayerPositions { get { return mPlayerPositions; } }\r
+ public bool[,] Grid { get { return mBooleanGrid; } }\r
\r
- public Modal(Metadata metadata, char[,] grid, List<RawEntity> entities)\r
+\r
+ public Model(Metadata metadata, char[,] grid, char defaultTile,\r
+ List<RawEntity> entities, Point[] playerPositions)\r
{\r
Debug.Assert(metadata != null);\r
Debug.Assert(grid != null);\r
Debug.Assert(metadata.GridWidth * metadata.GridHeight == grid.Length);\r
\r
mMetadata = metadata;\r
- mGrid = grid;\r
+ mCleanGrid = grid;\r
+ mDefaultTile = defaultTile;\r
mEntities = entities;\r
+ mPlayerPositions = playerPositions;\r
+\r
+ Reset();\r
\r
#if DEBUG\r
Console.WriteLine("Loaded map {0} of type {1} written by {2}.",\r
}\r
\r
\r
- public Metadata Metadata { get { return mMetadata; } }\r
- public List<RawEntity> Entities { get { return mEntities; } }\r
+ public void Reset()\r
+ {\r
+ mGrid = (char[,])mCleanGrid.Clone();\r
+\r
+ mBooleanGrid = new bool[mMetadata.GridWidth, mMetadata.GridHeight];\r
+ for (int x = 0; x < mMetadata.GridWidth; x++)\r
+ {\r
+ for (int y = 0; y < mMetadata.GridHeight; y++)\r
+ {\r
+ mBooleanGrid[x, y] = IsCellOpen(x, y);\r
+ }\r
+ }\r
+ }\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
+ if (IsOnMap(x, y)) return mGrid[x, y] == ' ';\r
+ return false;\r
+ }\r
+\r
+ //created by Brady for AI precalculations\r
+ public bool IsWall(int x, int y)\r
+ {\r
+ if (IsOnMap(x, y)) return (mGrid[x, y] == '-' || mGrid[x, y] == '|' || mGrid[x, y] == '+' || mGrid[x, y] == '/' || mGrid[x, y] == '\\');\r
+ return false;\r
+ }\r
+ public void SetCell(int x, int y, char tile)\r
+ {\r
+ if (IsOnMap(x, y))\r
+ {\r
+ mGrid[x, y] = tile;\r
+ mBooleanGrid[x, y] = IsCellOpen(x, y);\r
+ }\r
+ }\r
+\r
+ public char GetCell(int x, int y)\r
+ {\r
+ if (IsOnMap(x, y)) return mGrid[x, y];\r
+ return mDefaultTile;\r
+ }\r
+\r
+ public void ClearCell(int x, int y)\r
+ {\r
+ SetCell(x, y, mDefaultTile);\r
+ }\r
+\r
+ public bool IsOnMap(int x, int y)\r
+ {\r
+ return 0 <= x && x < Metadata.GridWidth && 0 <= y && y < Metadata.GridHeight;\r
}\r
\r
\r
- public List<object> GetAllEntities()\r
+ public List<IEntity> GetAllEntities(Game game)\r
{\r
- List<object> list = new List<object>();\r
+ List<IEntity> list = new List<IEntity>();\r
\r
foreach (RawEntity raw in mEntities)\r
{\r
{\r
string typename = raw.Attributes["type"];\r
\r
- object[] args = new object[3];\r
+ object[] args = new object[4];\r
args[0] = raw.Id;\r
args[1] = raw.Position;\r
args[2] = raw.Attributes;\r
+ args[3] = game;\r
\r
try\r
{\r
-\r
- object entity = Activator.CreateInstance(System.Type.GetType("CarFire." + typename), args);\r
- if (entity != null) list.Add(entity);\r
- else throw new RuntimeException();\r
+ IEntity entity = (IEntity)Activator.CreateInstance(System.Type.GetType("CarFire." + typename), args);\r
+ if (entity != null)\r
+ {\r
+ entity.LoadContent(game.ContentManager);\r
+ list.Add(entity);\r
+ }\r
+ else throw new Exception();\r
}\r
#pragma warning disable 0168\r
catch (System.Exception ex)\r
#pragma warning restore 0168\r
{\r
- throw new RuntimeException("Entity of type " + typename + " not loaded because an entity class can't be found.");\r
+ throw new Exception("Entity of type " + typename + " not loaded because an entity class can't be found.");\r
}\r
}\r
else\r
return list;\r
}\r
\r
- public List<T> GetEntities<T>()\r
+ public List<T> GetEntities<T>(Game game)\r
{\r
System.Type type = typeof(T);\r
List<T> list = new List<T>();\r
{\r
if (raw.Attributes.ContainsKey("type") && typename == raw.Attributes["type"])\r
{\r
- object[] args = new object[3];\r
+ object[] args = new object[4];\r
args[0] = raw.Id;\r
args[1] = raw.Position;\r
args[2] = raw.Attributes;\r
+ args[3] = game;\r
\r
T entity = (T)Activator.CreateInstance(type, args);\r
- if (entity != null) list.Add(entity);\r
- else throw new RuntimeException("Entity of type " + typename + " not loaded because an entity class can't be found.");\r
+ if (entity != null)\r
+ {\r
+ ((IEntity)entity).LoadContent(game.ContentManager);\r
+ list.Add(entity);\r
+ }\r
+ else throw new Exception("Entity of type " + typename + " not loaded because an entity class can't be found.");\r
}\r
}\r
\r
return list;\r
}\r
+\r
+\r
+ Metadata mMetadata;\r
+ char[,] mGrid;\r
+ char[,] mCleanGrid;\r
+ bool[,] mBooleanGrid;\r
+ char mDefaultTile;\r
+ List<RawEntity> mEntities;\r
+ Point[] mPlayerPositions;\r
}\r
\r
class View\r
{\r
- Modal mData;\r
-\r
public Vector2 CenterCell;\r
- Viewport mViewport;\r
+ public Tilemap Tilemap;\r
+ public float Zoom;\r
\r
\r
- public View(Modal data)\r
+ public View(Model data)\r
{\r
Debug.Assert(data != null);\r
mData = data;\r
+\r
+ Reset();\r
+ }\r
+\r
+\r
+ public void Reset()\r
+ {\r
+ CenterCell = Vector2.Zero;\r
+ Zoom = PixelsToUnitSquares;\r
}\r
\r
+\r
public void Draw(SpriteBatch spriteBatch)\r
{\r
+ if (Tilemap == null) throw new Exception("Cannot draw map without first setting the tilemap.");\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
+ Tilemap.Draw(spriteBatch, mData.GetCell(x, y), GetRectangleFromCoordinates(x, y));\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
+\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)Math.Round(point.X, 0), (int)Math.Round(point.Y, 0), (int)Math.Round(Zoom, 0), (int)Math.Round(Zoom, 0));\r
+ }\r
+\r
+\r
+\r
Matrix GetTransformation(Vector2 center)\r
{\r
- float halfRatio = PixelsToUnitSquares * 0.5f;\r
+ float halfRatio = Zoom * 0.5f;\r
Matrix transform = Matrix.CreateTranslation(-center.X, -center.Y, 0.0f);\r
- transform *= Matrix.CreateScale(PixelsToUnitSquares);\r
+ transform *= Matrix.CreateScale(Zoom);\r
transform *= Matrix.CreateTranslation(mViewport.Width * 0.5f - halfRatio,\r
mViewport.Height * 0.5f - halfRatio, 0.0f);\r
\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
+ Model mData;\r
+ Viewport mViewport;\r
}\r
\r
#endregion\r
\r
#region Private Variables\r
\r
- Modal mData;\r
+ Model mData;\r
View mView;\r
\r
#endregion\r