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tiled content pipeline bugfixes & new fields #841

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45 changes: 45 additions & 0 deletions src/cs/MonoGame.Extended.Collisions/CollisionComponent.cs
Original file line number Diff line number Diff line change
Expand Up @@ -6,6 +6,7 @@
using Microsoft.Xna.Framework;
using MonoGame.Extended.Collisions.Layers;
using MonoGame.Extended.Collisions.QuadTree;
using Newtonsoft.Json.Linq;
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Is MonoGame.Extended trying to stay AOT compliant?

This article on MonoGame says that Newtonsoft json are not AOT compliant for console? Also that Linq should be avoided? Also, why Newtonsoft's Linq vs System.Linq?

https://docs.monogame.net/articles/preparing_for_consoles.html


namespace MonoGame.Extended.Collisions
{
Expand Down Expand Up @@ -97,6 +98,50 @@ public override void Update(GameTime gameTime)
}
}

/// <summary>
/// Cast an actor's colliders in a direction and check for collisions.
/// </summary>
/// <param name="actors">The list of actor colliders to cast.</param>
/// <param name="move">Normalized vector representing the direction to cast each shape.</param>
/// <param name="hitBuffer">Buffer to receive results.</param>
/// <param name="distance">Maximum distance over which to cast the Collider(s).</param>
public int Cast(IEnumerable<ICollisionActor> actors, Vector2 move, List<CollisionEventArgs> hitBuffer, float distance)
{
hitBuffer.Clear();
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Does it matter that hitBuffer.Clear() isn't called in the 2nd Cast? What if someone calls the 2nd public method instead, then the hitBuffer won't get cleared right?

Vector2 offset = move.NormalizedCopy() * distance;
return Cast(actors, offset, hitBuffer);
}


/// <summary>
/// Cast an actor's colliders in a direction and check for collisions.
/// </summary>
/// <param name="actors">The list of actor colliders to cast.</param>
/// <param name="offset">Vector representing the translation to use for each cast.</param>
/// <param name="hitBuffer">Buffer to receive results.</param>
public int Cast(IEnumerable<ICollisionActor> actors, Vector2 offset, List<CollisionEventArgs> hitBuffer)
{
foreach (ICollisionActor actor in actors)
{
try
{
actor.Bounds.Position += offset;
foreach ((_, Layer secondLayer) in _layerCollision)
{
if (!secondLayer.Space.Contains(actor)) continue;
foreach (ICollisionActor other in secondLayer.Space.Query(actor.Bounds.BoundingRectangle))
if (actor != other && actor.Bounds.Intersects(other.Bounds))
{
CollisionEventArgs collisionInfo = new() { Other = other, PenetrationVector = CalculatePenetrationVector(actor.Bounds, other.Bounds) };
hitBuffer.Add(collisionInfo);
}
}
}
finally { actor.Bounds.Position -= offset; }
}
return hitBuffer.Count;
}

/// <summary>
/// Inserts the target into the collision tree.
/// The target will have its OnCollision called when collisions occur.
Expand Down
11 changes: 8 additions & 3 deletions src/cs/MonoGame.Extended.Collisions/ISpaceAlgorithm.cs
Original file line number Diff line number Diff line change
Expand Up @@ -21,10 +21,15 @@ public interface ISpaceAlgorithm
bool Remove(ICollisionActor actor);

/// <summary>
/// Removes the actor into the space.
/// The actor will have its OnCollision called when collisions occur.
/// Checks if an actor is within the space.
/// </summary>
/// <param name="actor">Actor to remove.</param>
/// <param name="actor">Actor to check for.</param>
bool Contains(ICollisionActor actor);

/// <summary>
/// Queries the space for collisions within a bounding rectangle.
/// </summary>
/// <param name="boundsBoundingRectangle">Rectangle to check against.</param>
IEnumerable<ICollisionActor> Query(RectangleF boundsBoundingRectangle);

/// <summary>
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -49,8 +49,15 @@ public bool Remove(ICollisionActor target)
return false;
}


/// <summary>
/// Checks if the target is within the space.
/// </summary>
/// <param name="target">Target to check for.</param>
public bool Contains(ICollisionActor target) => _actors.Contains(target);

/// <summary>
/// Restructure a inner collection, if layer is dynamic, because actors can change own position
/// Restructure an inner collection, if layer is dynamic, because actors can change own position
/// </summary>
public void Reset()
{
Expand Down
2 changes: 2 additions & 0 deletions src/cs/MonoGame.Extended.Collisions/SpatialHash.cs
Original file line number Diff line number Diff line change
Expand Up @@ -16,6 +16,8 @@ public SpatialHash(Size2 size)
_size = size;
}

public bool Contains(ICollisionActor actor) => _actors.Contains(actor);

public void Insert(ICollisionActor actor)
{
InsertToHash(actor);
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -19,6 +19,8 @@ public static void WriteTiledMapProperties(this ContentWriter writer, IReadOnlyC
{
writer.Write(property.Name);
writer.Write(property.Value ?? string.Empty);
writer.Write(property.Type ?? string.Empty);
writer.Write(property.PropertyType ?? string.Empty);
WriteTiledMapProperties(writer, property.Properties);
}
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -97,6 +97,8 @@ private void WriteLayer(ContentWriter writer, TiledMapLayerContent layer)
switch (layer.LayerType)
{
case TiledMapLayerType.ImageLayer:
writer.Write(((TiledMapImageLayerContent)layer).RepeatX);
writer.Write(((TiledMapImageLayerContent)layer).RepeatY);
WriteImageLayer(writer, (TiledMapImageLayerContent)layer);
break;
case TiledMapLayerType.TileLayer:
Expand Down
5 changes: 4 additions & 1 deletion src/cs/MonoGame.Extended.Tiled/ContentReaderExtensions.cs
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,10 @@ public static void ReadTiledMapProperties(this ContentReader reader, TiledMapPro
for (var i = 0; i < count; i++)
{
var key = reader.ReadString();
var value = new TiledMapPropertyValue(reader.ReadString());
var value = new TiledMapPropertyValue(
reader.ReadString(),
reader.ReadString(),
reader.ReadString());
ReadTiledMapProperties(reader, value.Properties);
properties[key] = value;
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -14,10 +14,18 @@ public class TiledMapImageLayerContent : TiledMapLayerContent
[XmlElement(ElementName = "image")]
public TiledMapImageContent Image { get; set; }

[XmlAttribute(AttributeName = "repeatx")]
public bool RepeatX { get; set; }

[XmlAttribute(AttributeName = "repeaty")]
public bool RepeatY { get; set; }

public TiledMapImageLayerContent()
: base(TiledMapLayerType.ImageLayer)
{
Opacity = 1.0f;
RepeatX = false;
RepeatY = false;
Visible = true;
Properties = new List<TiledMapPropertyContent>();
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -11,6 +11,12 @@ public class TiledMapPropertyContent
[XmlAttribute(AttributeName = "value")]
public string ValueAttribute { get; set; }

[XmlAttribute(AttributeName = "type")]
public string Type { get; set; }

[XmlAttribute(AttributeName = "propertytype")]
public string PropertyType { get; set; }

[XmlText]
public string ValueBody { get; set; }

Expand Down
6 changes: 5 additions & 1 deletion src/cs/MonoGame.Extended.Tiled/TiledMapImageLayer.cs
Original file line number Diff line number Diff line change
Expand Up @@ -5,14 +5,18 @@ namespace MonoGame.Extended.Tiled
{
public class TiledMapImageLayer : TiledMapLayer, IMovable
{
public TiledMapImageLayer(string name, string type, Texture2D image, Vector2? position = null, Vector2? offset = null, Vector2? parallaxFactor = null, float opacity = 1.0f, bool isVisible = true)
public TiledMapImageLayer(string name, string type, Texture2D image, Vector2? position = null, Vector2? offset = null, Vector2? parallaxFactor = null, float opacity = 1.0f, bool repeatX = false, bool repeatY = false, bool isVisible = true)
: base(name, type, offset, parallaxFactor, opacity, isVisible)
{
Image = image;
Position = position ?? Vector2.Zero;
RepeatX = repeatX;
RepeatY = repeatY;
}

public Texture2D Image { get; }
public Vector2 Position { get; set; }
public bool RepeatX { get; set; }
public bool RepeatY { get; set; }
}
}
2 changes: 1 addition & 1 deletion src/cs/MonoGame.Extended.Tiled/TiledMapProperties.cs
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@ public class TiledMapProperties : Dictionary<string, TiledMapPropertyValue>
public bool TryGetValue(string key, out string value)
{
bool result = TryGetValue(key, out TiledMapPropertyValue tmpVal);
value = result ? null : tmpVal.Value;
value = result ? tmpVal.Value : null;
return result;
}
}
Expand Down
20 changes: 7 additions & 13 deletions src/cs/MonoGame.Extended.Tiled/TiledMapPropertyValue.cs
Original file line number Diff line number Diff line change
Expand Up @@ -4,26 +4,20 @@ public class TiledMapPropertyValue
{
public string Value { get; }

public TiledMapProperties Properties;
public string Type { get; }

public TiledMapPropertyValue()
{
Value = string.Empty;
Properties = new();
}
public string PropertyType { get; }

public TiledMapPropertyValue(string value)
public TiledMapProperties Properties;

public TiledMapPropertyValue(string value, string type, string propertyType)
{
Value = value;
Type = type;
PropertyType = propertyType;
Properties = new();
}

public TiledMapPropertyValue(TiledMapProperties properties)
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Was this removed for a reason?

{
Value = string.Empty;
Properties = properties;
}

public override string ToString() => Value;

//public static implicit operator TiledMapPropertyValue(string value) => new(value);
Expand Down
8 changes: 5 additions & 3 deletions src/cs/MonoGame.Extended.Tiled/TiledMapReader.cs
Original file line number Diff line number Diff line change
Expand Up @@ -95,7 +95,9 @@ private static TiledMapLayer ReadLayer(ContentReader reader, TiledMap map)
switch (layerType)
{
case TiledMapLayerType.ImageLayer:
layer = ReadImageLayer(reader, name, type, offset, parallaxFactor, opacity, isVisible);
var repeatX = reader.ReadBoolean();
var repeatY = reader.ReadBoolean();
layer = ReadImageLayer(reader, name, type, offset, parallaxFactor, opacity, repeatX, repeatY, isVisible);
break;
case TiledMapLayerType.TileLayer:
layer = ReadTileLayer(reader, name, type, offset, parallaxFactor, opacity, isVisible, map);
Expand Down Expand Up @@ -195,13 +197,13 @@ private static Point2[] ReadPoints(ContentReader reader)
return points;
}

private static TiledMapImageLayer ReadImageLayer(ContentReader reader, string name, string type, Vector2 offset, Vector2 parallaxFactor, float opacity, bool isVisible)
private static TiledMapImageLayer ReadImageLayer(ContentReader reader, string name, string type, Vector2 offset, Vector2 parallaxFactor, float opacity, bool repeatX, bool repeatY, bool isVisible)
{
var texture = reader.ReadExternalReference<Texture2D>();
var x = reader.ReadSingle();
var y = reader.ReadSingle();
var position = new Vector2(x, y);
return new TiledMapImageLayer(name, type, texture, position, offset, parallaxFactor, opacity, isVisible);
return new TiledMapImageLayer(name, type, texture, position, offset, parallaxFactor, opacity, repeatX, repeatY, isVisible);
}

private static TiledMapTileLayer ReadTileLayer(ContentReader reader, string name, string type, Vector2 offset, Vector2 parallaxFactor, float opacity, bool isVisible, TiledMap map)
Expand Down