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📄 tilemanagerfakeiso.java

📁 Vyger offers a D & D and Rogue-like environment in a graphical online roleplay game.
💻 JAVA
📖 第 1 页 / 共 2 页
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        for( int y=0; y<tileMap.getMapSize().height; y++ ) {
            for( int x=0; x<tileMap.getMapSize().width; x++ ) {
                if( getMapBackGroundData()[x][y][0] != basicFloorId ) {
                    background = (Drawable) new MotionlessSprite( x*tileMap.getMapTileDim().width,  // ground x=0
                                                              y*tileMap.getMapTileDim().height, // ground y=0
                                                              EnvironmentManager.getGraphicsForMaps(tileMap.getGraphicSet())[basicFloorId],  // GroupOfGraphics
                                                              basicFloorIdTileNr,  // number of internal tile
                                                              ImageLibRef.MAP_PRIORITY          // priority
                                                            );
                    gDirector.addDrawable(background);
                    background = (Drawable) new MotionlessSprite( x*tileMap.getMapTileDim().width,          // ground x=0
                                                                  y*tileMap.getMapTileDim().height,         // ground y=0
                                                                  EnvironmentManager.getGraphicsForMaps(tileMap.getGraphicSet())[getMapBackGroundData()[x][y][0]],  // GroupOfGraphics
                                                                  getMapBackGroundData()[x][y][1],          // number of internal tile
                                                                  ImageLibRef.SECONDARY_MAP_PRIORITY        // priority
                                                                  );
                    gDirector.addDrawable( background );
                } 
                else {
                    background = (Drawable) new MotionlessSprite( x*tileMap.getMapTileDim().width,          // ground x=0
                                                                  y*tileMap.getMapTileDim().height,         // ground y=0
                                                                  EnvironmentManager.getGraphicsForMaps(tileMap.getGraphicSet())[getMapBackGroundData()[x][y][0]],  // GroupOfGraphics
                                                                  getMapBackGroundData()[x][y][1],          // number of internal tile
                                                                  ImageLibRef.SECONDARY_MAP_PRIORITY        // priority
                                                                  );
                    gDirector.addDrawable( background );
                } 
                if( getMapType() == tileMap.FAKEISO )
                    if( fakeIsoLayers[x][y] !=  null ) {
                        Iterator singleData = fakeIsoLayers[x][y].getData().iterator();
                        while( singleData.hasNext() ){
                            byte[] singleByteData = (byte[]) singleData.next();
                            background = (Drawable) new MotionlessSprite( x*tileMap.getMapTileDim().width,        // ground x=0
                                                                        y*tileMap.getMapTileDim().height,           // ground y=0
                                                                        EnvironmentManager.getGraphicsForMaps(tileMap.getGraphicSet())[ singleByteData[0] ], // GroupOfGraphics
                                                                        singleByteData[1],  // number of internal tile
                                                                        FakeIsoLayers.getPriority( singleByteData[2] )     // priority
                                                                        );
                            gDirector.addDrawable( background );
                        }
                    }
            }
        }
    }

    public byte getBasicFloorId(){
        return basicFloorId;
    }

    public void setBasicFloorId( byte value ){
        this.basicFloorId = value;
    }

    public byte getBasicFloorNr(){
        return basicFloorIdTileNr;
    }

    public void setBasicFloorNr( byte value ){
        this.basicFloorIdTileNr = value;
    }

 /* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/

    /** Add a new MapExit object to the array {@link #mapExits mapExits}
    *
    * @return a new MapExit object
    */
    public MapExit addMapExit(ScreenRectangle r) {
        return addMapExit( r, "" );
    } 
    
    public MapExit addMapExit(ScreenRectangle r, String name) {
        MapExit myMapExit = new MapExit(r,name);

        if (mapExits == null) {
            mapExits = new MapExit[1];
            myMapExit.setMapExitID(0);
            mapExits[0] = myMapExit;
        } else {
            MapExit[] myMapExits = new MapExit[mapExits.length+1];
            myMapExit.setMapExitID(mapExits.length);
            System.arraycopy(mapExits, 0, myMapExits, 0, mapExits.length);
            myMapExits[mapExits.length] = myMapExit;
            mapExits = myMapExits;
        }
        return myMapExit;
    }

 /* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/

  /** Add a new MapExit object to the array {@link #mapExits mapExits}
   *
   * @param me MapExit object
   */
    public void addMapExit( MapExit me ) {
      if (mapExits == null) {
         mapExits = new MapExit[1];
         mapExits[0] = me;
      } else {
         MapExit[] myMapExits = new MapExit[mapExits.length+1];
         System.arraycopy(mapExits, 0, myMapExits, 0, mapExits.length);
         myMapExits[mapExits.length] = me;
         mapExits = myMapExits;
      }
    }
 /* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/

  /** Returns the MapExit which is on the side given by the specified rectangle.
   *  It's an helper for you : if your player is on a WorldMap and wants to go inside
   *  a TileMap use this method to retrieve a valid MapExit and get an insertion point.
   *
   *  The MapExit is in fact a ScreenRectangle and the so called "insertion point"
   *  should be the center of this ScreenRectangle.
   * 
   * @param rCurrent rectangle containing the player's current position, width & height
   *        the rectangle position can be anything BUT it should represent in some
   *        way the direction by which the player hits this TileMap zone.
   * @return the appropriate MapExit, null if there are no MapExits.
   */
   public MapExit findTileMapExit( Rectangle fromPosition ) {

      if(mapExits==null) {
         return null; // no position to analyze
      }  
/*

           if(fromPosition==null)
              return null; // no position to analyze

        // We search on the first map exit
           MapExit bExits[] = buildings[0].getBuildingExits();

           for(int i=0; i<bExits.length; i++ ) {
             if( bExits[i].getMapExitSide()==MapExit.WEST && fromPosition.x <= x+width/2 )
                 return bExits[i];

             if( bExits[i].getMapExitSide()==MapExit.EAST && fromPosition.x >= x+width/2 )
                 return bExits[i];

             if( bExits[i].getMapExitSide()==MapExit.NORTH && fromPosition.y <= y+height/2 )
                 return bExits[i];

             if( bExits[i].getMapExitSide()==MapExit.SOUTH && fromPosition.y >= y+height/2 )
                 return bExits[i];
           }
   
          return bExits[0]; // default
      }
*/

      if(mapExits.length==1)
         return mapExits[0];

      for(int i=0; i<mapExits.length; i++ ) {
         if( mapExits[i].getMapExitSide()==MapExit.WEST && fromPosition.x <= tileMap.x+tileMap.width/2 )
             return mapExits[i];

         if( mapExits[i].getMapExitSide()==MapExit.EAST && fromPosition.x >= tileMap.x+tileMap.width/2 )
             return mapExits[i];

         if( mapExits[i].getMapExitSide()==MapExit.NORTH && fromPosition.y <= tileMap.y+tileMap.height/2 )
             return mapExits[i];

         if( mapExits[i].getMapExitSide()==MapExit.SOUTH && fromPosition.y >= tileMap.y+tileMap.height/2 )
             return mapExits[i];
      }
   
      return mapExits[0]; // default
   }
 /* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/

  /** Returns the eventual MapExit the given player is intersecting.
   *
   * @param rCurrent rectangle containing the player's current position, width & height
   * @return the ~Building:others tilemap the player is heading to (if he has reached it, or if there
   *         are any), null if none.
   */
    public MapExit isIntersectingMapExit( int destX, int destY, Rectangle rCurrent ) {
        if(mapExits==null)
           return null;

        for( int i=0; i<mapExits.length; i++ )
             if( mapExits[i].toRectangle().contains(destX,destY)
                 && mapExits[i].toRectangle().intersects( rCurrent ) )
                 return mapExits[i]; // mapExits reached

        return null;
    }

    public boolean[][] getMapMask() {
        return mapBackgroundDataMask;
    }
    
    public void freeMapBackGroundData(){
        mapBackgroundData = null;
    }
    
    /*  USED by Editor */
    public void replaceGraphics(byte[][][] graphic){
        mapBackgroundData = graphic;
    }
    
    public void replaceMask(boolean[][] mask){
        mapBackgroundDataMask = mask;
    }
    
    public void replaceExits(MapExit[] exits){
        mapExits = exits;
    }
}

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