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@Langerz82
Created October 18, 2016 19:50
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Monogame - TiledSharp - Parsing TMX file with several layers, Scrolling Enabled. - Joshua Langley
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
using System.Diagnostics;
using System.Xml.Linq;
using TiledSharp;
namespace GameExample
{
/// <summary>
/// Copyright Joshua Langley 2016
/// email: jdoe090910@gmail.com
/// </summary>
public class Game2 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
TmxMap map;
Texture2D tileset;
int tileWidth;
int tileHeight;
int tilesetTilesWide;
int tilesetTilesHigh;
int tilesWidth = 28;
int tilesHeight = 18;
int tilesOffsetX = 0;
int tilesOffsetY = 0;
bool movingDown = false;
bool movingUp = false;
bool movingLeft = false;
bool movingRight = false;
public Game2()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
map = new TmxMap("Content/gamemap.tmx");
tileset = Content.Load<Texture2D>(map.Tilesets[0].Name.ToString());
tileWidth = map.Tilesets[0].TileWidth;
tileHeight = map.Tilesets[0].TileHeight;
tilesetTilesWide = tileset.Width / tileWidth;
tilesetTilesHigh = tileset.Height / tileHeight;
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// game-specific content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
if (Keyboard.GetState().IsKeyDown(Keys.W))
movingUp = true;
if (Keyboard.GetState().IsKeyUp(Keys.W))
movingUp = false;
if (Keyboard.GetState().IsKeyDown(Keys.S))
movingDown = true;
if (Keyboard.GetState().IsKeyUp(Keys.S))
movingDown = false;
if (Keyboard.GetState().IsKeyDown(Keys.A))
movingLeft = true;
if (Keyboard.GetState().IsKeyUp(Keys.A))
movingLeft = false;
if (Keyboard.GetState().IsKeyDown(Keys.D))
movingRight = true;
if (Keyboard.GetState().IsKeyUp(Keys.D))
movingRight = false;
if (movingUp)
{
tilesOffsetY--;
}
if (movingDown)
{
tilesOffsetY++;
}
if (movingLeft)
{
tilesOffsetX--;
}
if (movingRight)
{
tilesOffsetX++;
}
tilesOffsetY = Utils.Clamp(tilesOffsetY, 0, map.Height- tilesHeight);
tilesOffsetX = Utils.Clamp(tilesOffsetX, 0, map.Width - tilesWidth);
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
for (var j = 0; j < map.Layers.Count; ++j)
{
for (var i = 0; i < tilesHeight; ++i)
{
for (var k = 0; k < tilesWidth; ++k)
{
int gidIndex =(k % tilesWidth)+tilesOffsetX + ((i+tilesOffsetY)*map.Width);
int gid = map.Layers[j].Tiles[gidIndex].Gid;
// Empty tile, do nothing
if (gid == 0)
{
}
else
{
int tileFrame = gid - 1;
int column = tileFrame % tilesetTilesWide;
int row = (int)Math.Floor((double)tileFrame / (double)tilesetTilesWide);
float x = (k) * map.TileWidth;
float y = (i) * map.TileHeight;
Rectangle tilesetRec = new Rectangle(tileWidth * column, tileHeight * row, tileWidth, tileHeight);
spriteBatch.Draw(tileset, new Rectangle((int)x, (int)y, tileWidth, tileHeight), tilesetRec, Color.White);
}
}
}
}
spriteBatch.End();
base.Draw(gameTime);
}
}
}
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