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authorhazel <hazel@hazelthats.me>2026-01-26 22:04:39 +0100
committerhazel <hazel@hazelthats.me>2026-01-26 22:04:39 +0100
commit567c422f8cd42eba2437f9a8c2522716a1649be7 (patch)
tree93c5b296f3b7c14b626d0aadf5cad37764c41c74 /source/game/systems/ChunkMapRenderSystem.cs
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celesteia archive, last updated april 9th 2024
Signed-off-by: hazel <hazel@hazelthats.me>
Diffstat (limited to 'source/game/systems/ChunkMapRenderSystem.cs')
-rw-r--r--source/game/systems/ChunkMapRenderSystem.cs63
1 files changed, 63 insertions, 0 deletions
diff --git a/source/game/systems/ChunkMapRenderSystem.cs b/source/game/systems/ChunkMapRenderSystem.cs
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+++ b/source/game/systems/ChunkMapRenderSystem.cs
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+using System.Collections.Generic;
+using Celesteia.Game.Planets;
+using Celesteia.Graphics;
+using Microsoft.Xna.Framework;
+using Microsoft.Xna.Framework.Graphics;
+using MonoGame.Extended.Entities.Systems;
+
+namespace Celesteia.Game.Systems {
+ public class ChunkMapRenderSystem : IUpdateSystem, IDrawSystem
+ {
+ private readonly Camera2D _camera;
+ private readonly SpriteBatch _spriteBatch;
+ private ChunkVector _lastChunkPos;
+ private ChunkVector _pivotChunkPos => ChunkVector.FromVector2(_camera.Center);
+ public int RenderDistance = 4;
+ private ChunkMap _chunkMap;
+
+ public ChunkMapRenderSystem(Camera2D camera, SpriteBatch spriteBatch, ChunkMap chunkMap) {
+ _camera = camera;
+ _spriteBatch = spriteBatch;
+ _chunkMap = chunkMap;
+ }
+
+ public void Initialize(MonoGame.Extended.Entities.World world) {}
+
+ private ChunkVector _v;
+ private List<ChunkVector> activeChunks = new List<ChunkVector>();
+ public void Update(GameTime gameTime)
+ {
+ if (_lastChunkPos != _pivotChunkPos) {
+ activeChunks.Clear();
+ for (int i = -RenderDistance; i <= RenderDistance; i++) {
+ _v.X = _pivotChunkPos.X + i;
+ for (int j = -RenderDistance; j <= RenderDistance; j++) {
+ _v.Y = _pivotChunkPos.Y + j;
+
+ if (!_chunkMap.ChunkIsInMap(_v)) continue;
+ activeChunks.Add(_v);
+ }
+ }
+
+ _lastChunkPos = _pivotChunkPos;
+ }
+ }
+
+ public void Draw(GameTime gameTime) {
+ _spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointWrap, null, null, null, _camera.GetViewMatrix());
+
+ // Draw every chunk in view.
+ foreach (ChunkVector cv in activeChunks) DrawChunk(cv, gameTime, _spriteBatch);
+
+ _spriteBatch.End();
+ }
+
+ private void DrawChunk(ChunkVector cv, GameTime gameTime, SpriteBatch spriteBatch) {
+ Chunk c = _chunkMap.GetChunk(cv);
+
+ if (c != null) c.Draw(gameTime, spriteBatch);
+ }
+
+ public void Dispose() {}
+ }
+} \ No newline at end of file