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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-04 17:27:16 -05:00
OpenDiablo2/OpenDiablo2.Core/Map Engine/MapEngine.cs

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3.9 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;
/*
cellOffsetX = CameraLocation.X / cellSizeX;
cellOffsetY = CameraLocation.Y / cellSizeY;
pixelOffsetX = CameraLocation.X % cellSizeX;
pixelOffsetY = CameraLocation.Y % cellSizeY;
*/
}
}
private ISprite loadingSprite;
private ISprite[] tempMapCell;
private int cellOffsetX, cellOffsetY, pixelOffsetX, pixelOffsetY;
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();
}
private void LoadNewMapData()
{
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
);
}
//CameraLocation = new Point(((gameState.MapData.Width * cellSizeX) / 2) - 400, ((gameState.MapData.Height * cellSizeY) / 2) - 300);
}
public void Render()
{
var cOffX = (int)((cameraLocation.X - cameraLocation.Y) * (cellSizeX / 2));
var cOffY = (int)((cameraLocation.X + cameraLocation.Y) * (cellSizeY / 2));
for (int y = 0; y < gameState.MapData.Width; y++)
for (int x = 0; x < gameState.MapData.Height; x++)
{
RenderFloorCell(
(x + cellOffsetX),
(y + cellOffsetY),
((x - y) * 80) - cOffX,
((x + y) * 40) - cOffY
);
}
}
public void RenderFloorCell(int x, int y, int xp, int yp)
{
if (x < 0 || y < 0 || x >= gameState.MapData.Width || y >= gameState.MapData.Height)
return;
renderWindow.Draw(tempMapCell[x + (y * gameState.MapData.Width)], new Point(xp, yp));
}
public void Update(long ms)
{
}
private void PurgeAllMapData()
{
}
}
}