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using Celesteia.Graphics.Lighting;
using Celesteia.Resources.Sprites;
using MonoGame.Extended;
using MonoGame.Extended.TextureAtlases;
namespace Celesteia.Resources.Types {
public class BlockType : IResourceType {
private byte id;
public readonly string Name;
public void SetID(byte value) => id = value;
public byte GetID() => id;
public BlockType(string name) {
Name = name;
}
public BlockFrames Frames = null;
public NamespacedKey? DropKey = null;
public RectangleF? BoundingBox = new RectangleF(0f, 0f, 1f, 1f);
public int Strength = 1;
public bool Translucent = false;
public BlockLightProperties Light = new BlockLightProperties();
public BlockType MakeFrames(TextureAtlas atlas, int frameStart, int frameCount) {
Frames = new BlockFrames(atlas, frameStart, frameCount);
return this;
}
public BlockType AddDrop(NamespacedKey dropKey) {
DropKey = dropKey;
return this;
}
public BlockType SetBoundingBox(RectangleF boundingBox) {
BoundingBox = boundingBox;
return this;
}
public BlockType SetStrength(int strength) {
Strength = strength;
return this;
}
public BlockType SetLightProperties(BlockLightProperties properties) {
Light = properties;
if (Light == null) Light = new BlockLightProperties();
return this;
}
public BlockType SetTranslucent(bool translucent) {
Translucent = translucent;
return this;
}
}
public class BlockLightProperties {
public readonly bool Emits = false;
public readonly bool Occludes = true;
public readonly int Propagation = 0;
public readonly LightColor Color = LightColor.black;
public BlockLightProperties() {}
public BlockLightProperties(LightColor color, int propagation = 0, bool occludes = true) {
Emits = !color.Equals(LightColor.black);
Propagation = propagation;
Occludes = occludes;
Color = color;
}
}
}
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