Tiled map loading through TiledLib

This commit is contained in:
Simon Holmberg
2012-09-27 16:43:48 +02:00
parent b6218e4600
commit f83d7d5257
39 changed files with 10213 additions and 45 deletions
+15 -8
View File
@@ -20,8 +20,9 @@ namespace DepthsBelow
SpriteBatch spriteBatch;
public Camera camera;
MouseInput mouse;
MouseInput mouseInput;
public Soldier soldier;
private Map map;
public Core()
{
@@ -61,12 +62,14 @@ namespace DepthsBelow
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
map = Content.Load<Map>("maps/test");
// TODO: use this.Content to load your game content here
Soldier.LoadContent(this);
soldier = new Soldier(this);
mouse = new MouseInput(this);
mouse.LoadContent();
mouseInput = new MouseInput(this);
mouseInput.LoadContent();
}
/// <summary>
@@ -90,7 +93,7 @@ namespace DepthsBelow
this.Exit();
camera.Update(gameTime);
mouse.Update(gameTime);
mouseInput.Update(gameTime);
// TODO: Add your update logic here
soldier.Update(gameTime);
@@ -104,16 +107,20 @@ namespace DepthsBelow
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
GraphicsDevice.Clear(Color.Black);
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, camera.Transform);
// Start drawing using the camera transform
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null, camera.Transform);
// Draw the level
map.Draw(spriteBatch);
// Draw units
// TODO: Foreach etc...
Component.SpriteRenderer rc = soldier.GetComponent<Component.SpriteRenderer>();
if (rc != null)
rc.Draw(spriteBatch);
mouse.Draw(spriteBatch);
// Draw mouse input visuals
mouseInput.Draw(spriteBatch);
spriteBatch.End();
@@ -126,6 +126,7 @@
<Compile Include="Component\GridTransform.cs" />
<Compile Include="Core.cs" />
<Compile Include="Entity.cs" />
<Compile Include="Map.cs" />
<Compile Include="MouseInput.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Program.cs" />
@@ -1 +1,4 @@
Content\images\soldier.xnb
Content\maps\tilesets\aztek.xnb
Content\maps\test.xnb
Content\aztek.xnb
+53
View File
@@ -0,0 +1,53 @@
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace DepthsBelow
{
public class Tile
{
public Texture2D Texture;
public Rectangle SourceRectangle;
public SpriteEffects SpriteEffects;
}
public class Layer
{
public int Width;
public int Height;
public Tile[] Tiles;
}
public class Map
{
public int TileWidth;
public int TileHeight;
public List<Layer> Layers = new List<Layer>();
public void Draw(SpriteBatch spriteBatch)
{
foreach (var layer in Layers)
{
for (int y = 0; y < layer.Height; y++)
{
for (int x = 0; x < layer.Width; x++)
{
Tile tile = layer.Tiles[y*layer.Width + x];
if (tile != null)
{
spriteBatch.Draw(
tile.Texture,
new Rectangle(x * TileWidth, y * TileHeight, TileWidth, TileHeight),
tile.SourceRectangle,
Color.White,
0,
Vector2.Zero,
tile.SpriteEffects,
0);
}
}
}
}
}
}
}
+29 -36
View File
@@ -1,66 +1,59 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using DepthsBelow.Component;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace DepthsBelow
{
public class Soldier : Entity
{
Core game;
public static Texture2D Texture;
private bool _selected;
public bool Selected
{
get
{
return _selected;
}
set
{
_selected = value;
this.GetComponent<Component.SpriteRenderer>().Color = (value) ? Color.Blue : Color.HotPink;
}
}
static Texture2D Texture;
private Core game;
private KeyboardState lastKeyboardState;
static public void LoadContent(Core game)
{
Texture = game.Content.Load<Texture2D>("images/soldier");
}
public Soldier(Core game)
{
this.game = game;
if (Texture == null)
LoadContent(game);
Component.SpriteRenderer rc = new Component.SpriteRenderer(this);
rc.Texture = Texture;
rc.Color = Color.HotPink;
this.AddComponent(rc);
var rc = new SpriteRenderer(this) {Texture = Texture, Color = Color.HotPink};
AddComponent(rc);
Component.Collision cc = new Component.Collision(this, 32, 32);
this.AddComponent(cc);
var cc = new Collision(this, 32, 32);
AddComponent(cc);
}
public bool Selected
{
get { return _selected; }
set
{
_selected = value;
GetComponent<SpriteRenderer>().Color = (value) ? Color.Blue : Color.HotPink;
}
}
public static void LoadContent(Core game)
{
Texture = game.Content.Load<Texture2D>("images/soldier");
}
public override void Update(GameTime gameTime)
{
base.Update(gameTime);
/*KeyboardState ks = Keyboard.GetState();
KeyboardState ks = Keyboard.GetState();
if (ks.IsKeyDown(Keys.Right) && lastKeyboardState.IsKeyUp(Keys.Right))
gridTransform.Position.X += 1;
lastKeyboardState = ks;*/
if (pixelTransform.Position.X < gridTransform.X * 32)
lastKeyboardState = ks;
if (pixelTransform.Position.X < gridTransform.X*32)
{
pixelTransform.Position.X += 2;
}
}
}
}
}
@@ -47,6 +47,28 @@
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
<Compile Include="maps\test.tmx">
<Name>test</Name>
<Importer>TmxImporter</Importer>
<Processor>MapProcessor</Processor>
</Compile>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\TiledLib\TiledLib\TiledLib.csproj">
<Project>{EC3F6988-459C-4783-89E9-F34C0CC731C7}</Project>
<Name>TiledLib</Name>
</ProjectReference>
<ProjectReference Include="..\DepthsBelowContentPipeline\DepthsBelowContentPipeline.csproj">
<Project>{D054E3A6-7E05-4255-984F-69FE40D9137F}</Project>
<Name>DepthsBelowContentPipeline</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<Compile Include="maps\tilesets\aztek.jpg">
<Name>aztek</Name>
<Importer>TextureImporter</Importer>
<Processor>TextureProcessor</Processor>
</Compile>
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\$(XnaFrameworkVersion)\Microsoft.Xna.GameStudio.ContentPipeline.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
+110
View File
@@ -0,0 +1,110 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.0" orientation="orthogonal" width="100" height="100" tilewidth="32" tileheight="32">
<tileset firstgid="1" name="Aztek" tilewidth="32" tileheight="32">
<image source="tilesets/aztek.jpg" width="160" height="160"/>
</tileset>
<layer name="Tile Layer 1" width="100" height="100">
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</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\Microsoft.Xna.GameStudio.ContentPipelineExtensions.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>
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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Content.Pipeline;
using Microsoft.Xna.Framework.Content.Pipeline.Graphics;
using Microsoft.Xna.Framework.Graphics;
using TiledLib;
namespace DepthsBelowContentPipeline
{
// Each tile has a texture, source rect, and sprite effects.
[ContentSerializerRuntimeType("DepthsBelow.Tile, DepthsBelow")]
public class MapTileContent
{
public ExternalReference<Texture2DContent> Texture;
public Rectangle SourceRectangle;
public SpriteEffects SpriteEffects;
}
// For each layer, we store the size of the layer and the tiles.
[ContentSerializerRuntimeType("DepthsBelow.Layer, DepthsBelow")]
public class MapLayerContent
{
public int Width;
public int Height;
public MapTileContent[] Tiles;
}
// For the map itself, we just store the size, tile size, and a list of layers.
[ContentSerializerRuntimeType("DepthsBelow.Map, DepthsBelow")]
public class MapContent
{
public int TileWidth;
public int TileHeight;
public List<MapLayerContent> Layers = new List<MapLayerContent>();
}
[ContentProcessor(DisplayName = "TMX Processor - DepthsBelow")]
public class MapProcessor : ContentProcessor<TiledLib.MapContent, MapContent>
{
public override MapContent Process(TiledLib.MapContent input, ContentProcessorContext context)
{
//System.Diagnostics.Debugger.Launch();
// build the textures
TiledHelpers.BuildTileSetTextures(input, context, "maps");
// generate source rectangles
TiledHelpers.GenerateTileSourceRectangles(input, "maps");
// now build our output, first by just copying over some data
MapContent output = new MapContent
{
TileWidth = input.TileWidth,
TileHeight = input.TileHeight
};
// iterate all the layers of the input
foreach (LayerContent layer in input.Layers)
{
// we only care about tile layers in our demo
TileLayerContent tlc = layer as TileLayerContent;
if (tlc != null)
{
// create the new layer
MapLayerContent outLayer = new MapLayerContent
{
Width = tlc.Width,
Height = tlc.Height,
};
// we need to build up our tile list now
outLayer.Tiles = new MapTileContent[tlc.Data.Length];
for (int i = 0; i < tlc.Data.Length; i++)
{
// get the ID of the tile
uint tileID = tlc.Data[i];
// if the tile is empty, let the tile be null
if (tileID == 0)
continue;
// use that to get the actual index as well as the SpriteEffects
int tileIndex;
SpriteEffects spriteEffects;
TiledHelpers.DecodeTileID(tileID, out tileIndex, out spriteEffects);
// figure out which tile set has this tile index in it and grab
// the texture reference and source rectangle.
ExternalReference<Texture2DContent> textureContent = null;
Rectangle sourceRect = new Rectangle();
// iterate all the tile sets
foreach (var tileSet in input.TileSets)
{
// if our tile index is in this set
if (tileIndex - tileSet.FirstId < tileSet.Tiles.Count)
{
// store the texture content and source rectangle
textureContent = tileSet.Texture;
sourceRect = tileSet.Tiles[(int)(tileIndex - tileSet.FirstId)].Source;
// and break out of the foreach loop
break;
}
}
// now insert the tile into our output
outLayer.Tiles[i] = new MapTileContent
{
Texture = textureContent,
SourceRectangle = sourceRect,
SpriteEffects = spriteEffects
};
}
// add the layer to our output
output.Layers.Add(outLayer);
}
}
// return the output object. because we have ContentSerializerRuntimeType attributes on our
// objects, we don't need a ContentTypeWriter and can just use the automatic serialization.
return output;
}
}
}
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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("DepthsBelowContentPipeline")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("Microsoft")]
[assembly: AssemblyProduct("DepthsBelowContentPipeline")]
[assembly: AssemblyCopyright("Copyright © Microsoft 2012")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("7a91de46-472e-481e-84cf-b6fbdce7eb9e")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]