From ae48931792caf6b9b55a130c9c445e83b297e04c Mon Sep 17 00:00:00 2001 From: =?utf8?q?Milo=C5=A1=20Klou=C4=8Dek?= Date: Sun, 26 Oct 2008 17:53:00 +0000 Subject: [PATCH] Rewritten tile properties code to store tile attributes in same way as the game or editor (allows implementation of more-tiles-in-one-entry named "tiles" in the future) SVN-Revision: 5808 --- tools/tilemanager/Application.cs | 20 ++--- tools/tilemanager/Tile.cs | 161 +++++++++++++++++++++++++-------------- tools/tilemanager/tiler.glade | 4 +- 3 files changed, 115 insertions(+), 70 deletions(-) diff --git a/tools/tilemanager/Application.cs b/tools/tilemanager/Application.cs index a8fe0a936..2b0c5ae7e 100644 --- a/tools/tilemanager/Application.cs +++ b/tools/tilemanager/Application.cs @@ -396,15 +396,15 @@ public class Application { return; foreach(Tile tile in Selection) { if(sender == SolidCheckButton) - tile.Solid = SolidCheckButton.Active; + tile.SetAttribute(Attribute.SOLID, SolidCheckButton.Active); if(sender == UniSolidCheckButton) - tile.UniSolid = UniSolidCheckButton.Active; + tile.SetAttribute(Attribute.UNISOLID, UniSolidCheckButton.Active); if(sender == IceCheckButton) - tile.Ice = IceCheckButton.Active; + tile.SetAttribute(Attribute.ICE, IceCheckButton.Active); if(sender == WaterCheckButton) - tile.Water = WaterCheckButton.Active; + tile.SetAttribute(Attribute.WATER, WaterCheckButton.Active); if(sender == SlopeCheckButton) - tile.Slope = SlopeCheckButton.Active; + tile.SetAttribute(Attribute.SLOPE, SlopeCheckButton.Active); if(sender == HiddenCheckButton) tile.Hidden = HiddenCheckButton.Active; if(sender == DontUseCheckButton) @@ -452,11 +452,11 @@ public class Application { string nextimage = ""; foreach(Tile tile in Selection) { if(first) { - SolidCheckButton.Active = tile.Solid; - UniSolidCheckButton.Active = tile.UniSolid; - IceCheckButton.Active = tile.Ice; - WaterCheckButton.Active = tile.Water; - SlopeCheckButton.Active = tile.Slope; + SolidCheckButton.Active = tile.HasAttribute(Attribute.SOLID); + UniSolidCheckButton.Active = tile.HasAttribute(Attribute.UNISOLID); + IceCheckButton.Active = tile.HasAttribute(Attribute.ICE); + WaterCheckButton.Active = tile.HasAttribute(Attribute.WATER); + SlopeCheckButton.Active = tile.HasAttribute(Attribute.SLOPE); HiddenCheckButton.Active = tile.Hidden; DontUseCheckButton.Active = tile.ID == -1; DataEntry.Text = tile.Data.ToString(); diff --git a/tools/tilemanager/Tile.cs b/tools/tilemanager/Tile.cs index d85d9ed29..d03a34b7d 100644 --- a/tools/tilemanager/Tile.cs +++ b/tools/tilemanager/Tile.cs @@ -9,30 +9,74 @@ public class ImageRegion { public Rectangle Region; } +public class Attribute { + /// solid tile that is indestructible by Tux + public const int SOLID = 0x0001; + /// uni-directional solid tile + public const int UNISOLID = 0x0002; + /// a brick that can be destroyed by jumping under it + public const int BRICK = 0x0004; + /// the level should be finished when touching a goaltile. + /// + /// if data is 0 then the endsequence should be + /// triggered, if data is 1 then we can finish + /// the level instantly. + /// + public const int GOAL = 0x0008; + /// slope tile + public const int SLOPE = 0x0010; + /// Bonusbox, content is stored in data + public const int FULLBOX = 0x0020; + /// Tile is a coin + public const int COIN = 0x0040; + /// an ice brick that makes tux sliding more than usual + public const int ICE = 0x0100; + /// a water tile in which tux starts to swim + public const int WATER = 0x0200; + /// a tile that hurts the player if he touches it + public const int HURTS = 0x0400; + /// for lava: WATER, HURTS, FIRE + public const int FIRE = 0x0800; + + + // TODO: Find out why are worldmap tile attributes stored in data(s) + // worldmap flags + public const int WORLDMAP_NORTH = 0x0001; + public const int WORLDMAP_SOUTH = 0x0002; + public const int WORLDMAP_EAST = 0x0004; + public const int WORLDMAP_WEST = 0x0008; + + public const int WORLDMAP_STOP = 0x0010; +} + public class Tile { - public int ID; - public bool Solid; - public bool UniSolid; - public bool Ice; - public bool Water; - public bool Slope; - public bool Hidden; - public bool Hurts; - public bool FullBox; - public bool Brick; - public bool Coin; - public bool Goal; - public int NextTile; - public int Data; - public float AnimFps; - public string EditorImage; - public ArrayList Images = new ArrayList(); - - public Tile() { - ID = -1; - NextTile = -1; - AnimFps = 1; - } + public int ID; + public bool Hidden; + public int NextTile; + public int Attributes; + public int Data; + public float AnimFps; + public string EditorImage; + public ArrayList Images = new ArrayList(); + + public Tile() { + ID = -1; + NextTile = -1; + AnimFps = 1; + } + + public bool HasAttribute (int Attrib) + { + return (Attributes & Attrib) != 0; + } + + public void SetAttribute (int Attrib, bool Value) + { + if (Value) + Attributes |= Attrib; + else + Attributes &= (~Attrib); //NOTE: "~" stands for bitwise negation + } public void Write(LispWriter writer) { writer.StartList("tile"); @@ -57,30 +101,31 @@ public class Tile { Console.WriteLine("no images on tile " + ID); } - if(Solid) + if(HasAttribute(Attribute.SOLID)) writer.Write("solid", true); - if(UniSolid) + if(HasAttribute(Attribute.UNISOLID)) writer.Write("unisolid", true); - if(Ice) + if(HasAttribute(Attribute.ICE)) writer.Write("ice", true); - if(Water) + if(HasAttribute(Attribute.WATER)) writer.Write("water", true); - if(Slope) + if(HasAttribute(Attribute.SLOPE)) writer.Write("slope-type", Data); - if(Hurts) + if(HasAttribute(Attribute.HURTS)) writer.Write("hurts", true); - if(Hidden) - writer.Write("hidden", true); - if(Coin) + if(HasAttribute(Attribute.COIN)) writer.Write("coin", true); - if(FullBox) + if(HasAttribute(Attribute.FULLBOX)) writer.Write("fullbox", true); - if(Brick) + if(HasAttribute(Attribute.BRICK)) writer.Write("brick", true); + if(HasAttribute(Attribute.GOAL)) + writer.Write("goal", true); + + if(Hidden) + writer.Write("hidden", true); if(NextTile >= 0) writer.Write("next-tile", NextTile); - if(Goal) - writer.Write("goal", true); if(EditorImage != null) writer.Write("editor-images", EditorImage); if(Data != 0) @@ -111,48 +156,48 @@ public class Tile { case "editor-images": EditorImage = parser.StringValue; break; + case "anim-fps": + AnimFps = parser.FloatValue; + break; + case "data": + Data = parser.IntegerValue; + break; + case "next-tile": + NextTile = parser.IntegerValue; + break; + case "hidden": + Hidden = parser.BoolValue; + break; case "solid": - Solid = parser.BoolValue; + SetAttribute(Attribute.SOLID, parser.BoolValue); break; case "unisolid": - UniSolid = parser.BoolValue; + SetAttribute(Attribute.UNISOLID, parser.BoolValue); break; case "ice": - Ice = parser.BoolValue; + SetAttribute(Attribute.ICE, parser.BoolValue); break; case "water": - Water = parser.BoolValue; + SetAttribute(Attribute.WATER, parser.BoolValue); break; case "slope-type": - Slope = true; + SetAttribute(Attribute.SLOPE, true); Data = parser.IntegerValue; break; - case "anim-fps": - AnimFps = parser.FloatValue; - break; case "hurts": - Hurts = parser.BoolValue; - break; - case "hidden": - Hidden = parser.BoolValue; - break; - case "data": - Data = parser.IntegerValue; - break; - case "next-tile": - NextTile = parser.IntegerValue; + SetAttribute(Attribute.HURTS, parser.BoolValue); break; case "brick": - Brick = parser.BoolValue; + SetAttribute(Attribute.BRICK, parser.BoolValue); break; case "fullbox": - FullBox = parser.BoolValue; + SetAttribute(Attribute.FULLBOX, parser.BoolValue); break; case "coin": - Coin = parser.BoolValue; + SetAttribute(Attribute.COIN, parser.BoolValue); break; case "goal": - Goal = parser.BoolValue; + SetAttribute(Attribute.GOAL, parser.BoolValue); break; default: Console.WriteLine("Unknown tile element " + symbol); diff --git a/tools/tilemanager/tiler.glade b/tools/tilemanager/tiler.glade index 8a0b330f2..9fcb68751 100644 --- a/tools/tilemanager/tiler.glade +++ b/tools/tilemanager/tiler.glade @@ -761,11 +761,11 @@ True 1 0 - False + True GTK_UPDATE_ALWAYS False False - 1 0 100 1 10 10 + 1 1 65535 1 10 10 5 -- 2.11.0