/// </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 = 64.0f;\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
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 static Tilemap Tilemap;\r
+\r
/// <summary>\r
/// Get and set the zoom of the map view. The default zoom is\r
/// Map.PixelsToUnitSquares.\r
set { mView.Zoom = value; }\r
}\r
\r
-\r
- /// <summary>\r
- /// Get and set the associated game object.\r
- /// </summary>\r
- public Game Game\r
- {\r
- get { return mData.Game; }\r
- set { mData.Game = value; }\r
- }\r
-\r
#endregion\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
/// 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<IEntity> 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>();\r
+ return mData.GetEntities<T>(game);\r
}\r
\r
\r
public Point[] PlayerPositions { get { return mPlayerPositions; } }\r
public bool[,] Grid { get { return mBooleanGrid; } }\r
\r
- public Game Game;\r
-\r
\r
public Model(Metadata metadata, char[,] grid, char defaultTile,\r
List<RawEntity> entities, Point[] playerPositions)\r
Debug.Assert(grid != null);\r
Debug.Assert(entities != null);\r
Debug.Assert(metadata.GridWidth * metadata.GridHeight == grid.Length);\r
+ Debug.Assert(Tilemap != null);\r
\r
mMetadata = metadata;\r
mCleanGrid = grid;\r
\r
public bool IsCellOpen(int x, int y)\r
{\r
- // TODO: Still need to define characters for types of scenery.\r
- if (IsOnMap(x, y)) return mGrid[x, y] == ' ';\r
- return false;\r
+ if (!IsOnMap(x, y)) return false;\r
+ return (Tilemap.GetTileFlags(mGrid[x, y]) & TileFlags.Open) == TileFlags.Open;\r
+ }\r
+\r
+ //created by Brady for AI precalculations\r
+ public bool IsWall(int x, int y)\r
+ {\r
+ if (!IsOnMap(x, y)) return false;\r
+ return (Tilemap.GetTileFlags(mGrid[x, y]) & TileFlags.Wall) == TileFlags.Wall;\r
}\r
\r
public void SetCell(int x, int y, char tile)\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
\r
- public List<IEntity> GetAllEntities()\r
+ public List<IEntity> GetAllEntities(Game game)\r
{\r
List<IEntity> list = new List<IEntity>();\r
\r
args[0] = raw.Id;\r
args[1] = raw.Position;\r
args[2] = raw.Attributes;\r
- args[3] = Game;\r
+ args[3] = game;\r
\r
try\r
{\r
IEntity entity = (IEntity)Activator.CreateInstance(System.Type.GetType("CarFire." + typename), args);\r
if (entity != null)\r
{\r
- entity.LoadContent(Game.ContentManager);\r
+ entity.LoadContent(game.ContentManager);\r
list.Add(entity);\r
}\r
- else throw new RuntimeException();\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
args[0] = raw.Id;\r
args[1] = raw.Position;\r
args[2] = raw.Attributes;\r
- args[3] = Game;\r
+ args[3] = game;\r
\r
T entity = (T)Activator.CreateInstance(type, args);\r
if (entity != null)\r
{\r
- ((IEntity)entity).LoadContent(Game.ContentManager);\r
+ ((IEntity)entity).LoadContent(game.ContentManager);\r
list.Add(entity);\r
}\r
- else throw new RuntimeException("Entity of type " + typename + " not loaded because an entity class can't be found.");\r
+ else throw new Exception("Entity of type " + typename + " not loaded because an entity class can't be found.");\r
}\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