Showing posts with label programming. Show all posts
Showing posts with label programming. Show all posts

Thursday, February 2, 2012

Loading Objects from a File

Hey guys, so I just finished getting object loading to work in my platformer game and I thought I would share some code with you and explain my technique. I realize there are probably a hundred ways to do this and do it better, but this is just my first iteration for this method. As the game progresses I fully expect to go back and make this loading code more efficient.

This method is based off of Nick Gravelyn's Tile Engine series where he loads in basic Tile Layers for his map. I take his method and expand upon it to include a dedicated layer of the map for objects (i.e. players, npcs, items, chests, portals, etc). I'll show you the code first and then explain it.

private static ObjectLayer ProcessFile(ContentManager content, string fileName)
{
    ObjectLayer objectLayer;
    List<List<int>> tempLayout = new List<List<int>>();
    string playerTexture = null;

    using (StreamReader reader = new StreamReader(fileName))
    {
        bool readingLayout = false;
        bool readingPlayer = false;

        while (!reader.EndOfStream)
        {
            string line = reader.ReadLine().Trim();

            if (string.IsNullOrEmpty(line))
                continue;

            if (line.Contains("[Player]"))
            {
                readingPlayer = true;
                readingLayout = false;
            }
            if (line.Contains("[Layout]"))
            {
                readingLayout = true;
                readingPlayer = false;
            }
            else if (readingPlayer)
            {
                playerTexture = reader.ReadLine();
            }
            else if (readingLayout)
            {
                List<int> row = new List<int>();

                string[] cells = line.Split(' ');

                foreach (string c in cells)
                {
                    if (!string.IsNullOrEmpty(c))
                        row.Add(int.Parse(c));
                }

                tempLayout.Add(row);
            }
        }
    }

    int width = tempLayout[0].Count;
    int height = tempLayout.Count;

    objectLayer = new ObjectLayer(width, height);
            
    for (int y = 0; y < height; y++)
    {
        for (int x = 0; x < width; x++)
        {
            objectLayer.SetCellIndex(x, y, tempLayout[y][x]);
            switch (objectLayer.GetCellIndex(x, y))
            {
                case 1:
                    objectLayer.player = new Player(content.Load<Texture2D>(playerTexture));
                    objectLayer.player.Position = new Vector2(x * Engine.TileWidth,
                                                                y * Engine.TileHeight);
                    objectLayer.player.OriginOffset = new Vector2(32, 64); // NEED TO NOT HARDCODE THESE VALUES
                    break;
                case 0:
                    break;
            }
        }
    }

    return objectLayer;
}

The first thing we do here is declare our List<List<int>> for our tempLayout of the map layer. This will allow us to read in each cell of the map from our file. I also declare a string for the player's Texture because the constructor for the player requires a Texture2D and I can't access objectLayer.player until after objectLayer has been instantiated. After the playerTexture, we declare that we're using the StreamReader class and begin reading in our file.

First off inside the while loop we read the first line of the file with string line = reader.ReadLine().Trim();. This reads in the first line of the ObjectLayer file. Here is that file for reference:

[Player]
Sprites/playerSheet

[Layout]
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0


As you can see, the first line is "[Player]". This sets the "readingPlayer" variable to true and moves to the "if (readingPlayer)" section of the loop. We then simply read in the path to the player's texture file. Next we move onto reading in the Layout of the map.

This section is very similar to Nick's method, except that after we read in the map to the tempLayout list of list<int>, we loop through the map to do two things. The first is to set each cell index, and the second to run a switch statement on each cell, which at this point only recognizes and looks for a '1' (the player starting cell). Once we have found the player starting cell, we instantiate the objectLayer's player variable and set it's position to that of the cell where it was located in the objectLayer's map.

We use this method in our game1.cs file where we call:

tileMap.ObjectLayer = ObjectLayer.FromFile(Content, "Content/Layers/Objects.olayer");

This line of code is identical to the method used in Nick's Tile Engine, except it is a type ObjectLayer instead of TileLayer. I hope this has been fairly easy to understand, but I understand if it is a lot of code to take in. If you are confused, please read over the code a few times and really ask yourself what each piece is doing. As always, I am willing to answer basic questions about this code and will try to help you out as best I can. Please leave me a comment if you have a question you simply cannot find the answer to.

Until next time!

Monday, January 9, 2012

2D Vector Art Made Simple

Hello all, I just wanted to take a minute to point out a great blog for 2D vector art. Here art is made simple and understandable, and the target audience is programmers like myself. The blog is 2D Game Art For Programmers and I highly recommend it for anyone looking to create simple vector art for their games. Please take a few minutes and visit the blog to see for yourself!

Wednesday, December 28, 2011

A Fresh Start

Hello everyone! My sincerest apologies for being away for so long. I must admit that I had become burnt out at  making games and wasn't spending enough time actually playing games. But now I am back and ready to get started on what I'm sure every aspiring game developer has thought of making at some point in their programming career, a classic RPG. My favorite types of rpgs are the 2D ones from the days of the Super Nintendo and the old 486 computers that some of you may not even remember. I am therefore going to shift gears with my blog to work on a classic 2D rpg in the style of FF2. I'm going to be taking you along for the ride and showing you and explaining to you what I'll be doing at each iteration of the game, much like I did with Prospectus. I'll be making this game using C#, Xna Game Studio, and Microsoft Visual Studio. I feel that Xna is a great way to take out many of the annoyances that come with trying to design the perfect game loop, or construct the best structure of a game, or ensure that the game updates and draws everything it is supposed to. This will allow me to focus more on the meat and potatoes of the game and leave the rest up to Xna.

I appreciate everyone who follows along with this blog and I again apologize for being away for so long. Here's to a successful venture into the world of rpgs!