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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-08 19:27:18 -05:00
OpenDiablo2/OpenDiablo2.Core/Map Engine/MapEngine.cs

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4.1 KiB
C#
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using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using OpenDiablo2.Common;
using OpenDiablo2.Common.Interfaces;
namespace OpenDiablo2.Core.Map_Engine
{
public sealed class MapEngine : IMapEngine
{
private readonly IGameState gameState;
private readonly IRenderWindow renderWindow;
private readonly IResourceManager resourceManager;
private PointF cameraLocation = new PointF();
public PointF CameraLocation
{
get => cameraLocation;
set
{
if (cameraLocation == value)
return;
cameraLocation = value;
cOffX = (int)((cameraLocation.X - cameraLocation.Y) * (cellSizeX / 2));
cOffY = (int)((cameraLocation.X + cameraLocation.Y) * (cellSizeY / 2));
}
}
private ISprite loadingSprite;
private int cOffX, cOffY;
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//private ISprite[] tempMapCell;
private const int
cellSizeX = 160,
cellSizeY = 80,
renderCellsX = (800 / cellSizeX) + 1,
renderCellsY = (600 / cellSizeY) + 1;
public MapEngine(
IGameState gameState,
IRenderWindow renderWindow,
IResourceManager resourceManager
)
{
this.gameState = gameState;
this.renderWindow = renderWindow;
this.resourceManager = resourceManager;
loadingSprite = renderWindow.LoadSprite(ResourcePaths.LoadingScreen, Palettes.Loading, new Point(300, 400));
}
public void NotifyMapChanged()
{
PurgeAllMapData();
LoadNewMapData();
CameraLocation = new PointF(gameState.MapData.Width / 2, gameState.MapData.Height / 2);
}
private void LoadNewMapData()
{
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/*
var cellsToLoad = gameState.MapData.Width * gameState.MapData.Height;
tempMapCell = new ISprite[cellsToLoad];
for (var cell = 0; cell < cellsToLoad; cell++)
{
renderWindow.Clear();
loadingSprite.Frame = (int)(loadingSprite.TotalFrames * ((float)cell / (float)cellsToLoad));
renderWindow.Draw(loadingSprite);
renderWindow.Sync();
tempMapCell[cell] = renderWindow.GenerateMapCell(
gameState.MapData,
cell % gameState.MapData.Width,
cell / gameState.MapData.Width,
Common.Enums.eRenderCellType.Floor,
gameState.CurrentPalette
);
}
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*/
//CameraLocation = new Point(((gameState.MapData.Width * cellSizeX) / 2) - 400, ((gameState.MapData.Height * cellSizeY) / 2) - 300);
}
public void Render()
{
for (int y = 0; y < gameState.MapData.Width; y++)
for (int x = 0; x < gameState.MapData.Height; x++)
{
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var visualX = ((x - y) * (cellSizeX / 2)) - cOffX;
var visualY = ((x + y) * (cellSizeY / 2)) - cOffY;
if (visualX < -160 || visualX > 800 || visualY < -80 || visualY > 600)
continue;
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var floorLayer = gameState.MapData.FloorLayers[0];
var floor = floorLayer.Props[x + (y * gameState.MapData.Width)];
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if (floor.Prop1 == 0)
return;
var sub_index = floor.Prop2;
var main_index = (floor.Prop3 >> 4) + ((floor.Prop4 & 0x03) << 4);
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if (x < 0 || y < 0 || x >= gameState.MapData.Width || y >= gameState.MapData.Height)
continue;
renderWindow.DrawMapCell(x, y, ((x - y) * 80) - cOffX, ((x + y) * 40) - cOffY, gameState.MapData, main_index, sub_index, gameState.CurrentPalette);
}
}
public void Update(long ms)
{
}
private void PurgeAllMapData()
{
}
}
}