\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
set { mView.CenterCell = value; }\r
}\r
\r
+ public float Zoom\r
+ {\r
+ get { return mView.Zoom; }\r
+ set { mView.Zoom = value; }\r
+ }\r
+\r
#endregion\r
\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
+ mData.Reset();\r
+ mView.Reset();\r
+ }\r
+\r
#endregion\r
\r
\r
\r
class Modal\r
{\r
- Metadata mMetadata;\r
- char[,] mGrid;\r
- char mDefaultTile;\r
- List<RawEntity> mEntities;\r
- Point[] mPlayerPositions;\r
- bool[,] mBooleanGrid;\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
\r
public Modal(Metadata metadata, char[,] grid, char defaultTile,\r
List<RawEntity> entities, Point[] playerPositions)\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
- 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
+ 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 Point[] PlayerPositions { get { return mPlayerPositions; } }\r
- public bool[,] Grid { get { return mBooleanGrid; } }\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
public void SetCell(int x, int y, char tile)\r
{\r
- mGrid[x, y] = tile;\r
- mBooleanGrid[x, y] = IsCellOpen(x, y);\r
+ if (IsOnMap(x, y))\r
+ {\r
+ mGrid[x, y] = tile;\r
+ mBooleanGrid[x, y] = IsCellOpen(x, y);\r
+ }\r
}\r
\r
public void ClearCell(int x, int y)\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
{\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 float Zoom;\r
\r
\r
public View(Modal 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
mViewport = spriteBatch.GraphicsDevice.Viewport;\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
+ Modal mData;\r
+ Viewport mViewport;\r
}\r
\r
#endregion\r