Tiled map loading through TiledLib
This commit is contained in:
@@ -20,8 +20,9 @@ namespace DepthsBelow
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SpriteBatch spriteBatch;
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public Camera camera;
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MouseInput mouse;
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MouseInput mouseInput;
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public Soldier soldier;
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private Map map;
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public Core()
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{
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@@ -61,12 +62,14 @@ namespace DepthsBelow
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// Create a new SpriteBatch, which can be used to draw textures.
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spriteBatch = new SpriteBatch(GraphicsDevice);
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map = Content.Load<Map>("maps/test");
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// TODO: use this.Content to load your game content here
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Soldier.LoadContent(this);
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soldier = new Soldier(this);
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mouse = new MouseInput(this);
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mouse.LoadContent();
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mouseInput = new MouseInput(this);
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mouseInput.LoadContent();
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}
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/// <summary>
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@@ -90,7 +93,7 @@ namespace DepthsBelow
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this.Exit();
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camera.Update(gameTime);
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mouse.Update(gameTime);
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mouseInput.Update(gameTime);
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// TODO: Add your update logic here
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soldier.Update(gameTime);
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@@ -104,16 +107,20 @@ namespace DepthsBelow
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Draw(GameTime gameTime)
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{
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GraphicsDevice.Clear(Color.CornflowerBlue);
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GraphicsDevice.Clear(Color.Black);
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spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, camera.Transform);
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// Start drawing using the camera transform
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null, camera.Transform);
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// Draw the level
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map.Draw(spriteBatch);
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// Draw units
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// TODO: Foreach etc...
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Component.SpriteRenderer rc = soldier.GetComponent<Component.SpriteRenderer>();
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if (rc != null)
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rc.Draw(spriteBatch);
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mouse.Draw(spriteBatch);
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// Draw mouse input visuals
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mouseInput.Draw(spriteBatch);
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spriteBatch.End();
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@@ -126,6 +126,7 @@
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<Compile Include="Component\GridTransform.cs" />
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<Compile Include="Core.cs" />
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<Compile Include="Entity.cs" />
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<Compile Include="Map.cs" />
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<Compile Include="MouseInput.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Program.cs" />
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@@ -1 +1,4 @@
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Content\images\soldier.xnb
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Content\maps\tilesets\aztek.xnb
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Content\maps\test.xnb
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Content\aztek.xnb
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Executable
+53
@@ -0,0 +1,53 @@
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace DepthsBelow
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{
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public class Tile
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{
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public Texture2D Texture;
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public Rectangle SourceRectangle;
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public SpriteEffects SpriteEffects;
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}
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public class Layer
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{
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public int Width;
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public int Height;
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public Tile[] Tiles;
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}
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public class Map
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{
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public int TileWidth;
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public int TileHeight;
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public List<Layer> Layers = new List<Layer>();
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public void Draw(SpriteBatch spriteBatch)
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{
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foreach (var layer in Layers)
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{
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for (int y = 0; y < layer.Height; y++)
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{
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for (int x = 0; x < layer.Width; x++)
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{
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Tile tile = layer.Tiles[y*layer.Width + x];
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if (tile != null)
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{
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spriteBatch.Draw(
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tile.Texture,
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new Rectangle(x * TileWidth, y * TileHeight, TileWidth, TileHeight),
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tile.SourceRectangle,
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Color.White,
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0,
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Vector2.Zero,
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tile.SpriteEffects,
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0);
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}
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}
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}
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}
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}
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}
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}
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@@ -1,66 +1,59 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using DepthsBelow.Component;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Media;
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namespace DepthsBelow
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{
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public class Soldier : Entity
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{
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Core game;
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public static Texture2D Texture;
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private bool _selected;
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public bool Selected
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{
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get
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{
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return _selected;
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}
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set
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{
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_selected = value;
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this.GetComponent<Component.SpriteRenderer>().Color = (value) ? Color.Blue : Color.HotPink;
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}
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}
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static Texture2D Texture;
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private Core game;
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private KeyboardState lastKeyboardState;
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static public void LoadContent(Core game)
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{
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Texture = game.Content.Load<Texture2D>("images/soldier");
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}
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public Soldier(Core game)
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{
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this.game = game;
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if (Texture == null)
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LoadContent(game);
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Component.SpriteRenderer rc = new Component.SpriteRenderer(this);
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rc.Texture = Texture;
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rc.Color = Color.HotPink;
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this.AddComponent(rc);
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var rc = new SpriteRenderer(this) {Texture = Texture, Color = Color.HotPink};
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AddComponent(rc);
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Component.Collision cc = new Component.Collision(this, 32, 32);
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this.AddComponent(cc);
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var cc = new Collision(this, 32, 32);
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AddComponent(cc);
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}
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public bool Selected
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{
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get { return _selected; }
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set
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{
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_selected = value;
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GetComponent<SpriteRenderer>().Color = (value) ? Color.Blue : Color.HotPink;
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}
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}
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public static void LoadContent(Core game)
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{
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Texture = game.Content.Load<Texture2D>("images/soldier");
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}
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public override void Update(GameTime gameTime)
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{
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base.Update(gameTime);
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/*KeyboardState ks = Keyboard.GetState();
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KeyboardState ks = Keyboard.GetState();
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if (ks.IsKeyDown(Keys.Right) && lastKeyboardState.IsKeyUp(Keys.Right))
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gridTransform.Position.X += 1;
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lastKeyboardState = ks;*/
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if (pixelTransform.Position.X < gridTransform.X * 32)
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lastKeyboardState = ks;
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if (pixelTransform.Position.X < gridTransform.X*32)
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{
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pixelTransform.Position.X += 2;
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}
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}
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}
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}
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}
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@@ -47,6 +47,28 @@
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<Importer>TextureImporter</Importer>
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<Processor>TextureProcessor</Processor>
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</Compile>
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<Compile Include="maps\test.tmx">
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<Name>test</Name>
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<Importer>TmxImporter</Importer>
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<Processor>MapProcessor</Processor>
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</Compile>
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\..\TiledLib\TiledLib\TiledLib.csproj">
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<Project>{EC3F6988-459C-4783-89E9-F34C0CC731C7}</Project>
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<Name>TiledLib</Name>
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</ProjectReference>
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<ProjectReference Include="..\DepthsBelowContentPipeline\DepthsBelowContentPipeline.csproj">
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<Project>{D054E3A6-7E05-4255-984F-69FE40D9137F}</Project>
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<Name>DepthsBelowContentPipeline</Name>
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</ProjectReference>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="maps\tilesets\aztek.jpg">
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<Name>aztek</Name>
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<Importer>TextureImporter</Importer>
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<Processor>TextureProcessor</Processor>
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</Compile>
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</ItemGroup>
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<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\$(XnaFrameworkVersion)\Microsoft.Xna.GameStudio.ContentPipeline.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Executable
+110
@@ -0,0 +1,110 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<map version="1.0" orientation="orthogonal" width="100" height="100" tilewidth="32" tileheight="32">
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<tileset firstgid="1" name="Aztek" tilewidth="32" tileheight="32">
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<image source="tilesets/aztek.jpg" width="160" height="160"/>
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</tileset>
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<layer name="Tile Layer 1" width="100" height="100">
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<data encoding="csv">
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
||||
</data>
|
||||
</layer>
|
||||
</map>
|
||||
BIN
Binary file not shown.
|
After Width: | Height: | Size: 25 KiB |
@@ -0,0 +1,70 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="4.0">
|
||||
<PropertyGroup>
|
||||
<ProjectGuid>{D054E3A6-7E05-4255-984F-69FE40D9137F}</ProjectGuid>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
|
||||
<OutputType>Library</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>DepthsBelowContentPipeline</RootNamespace>
|
||||
<AssemblyName>DepthsBelowContentPipeline</AssemblyName>
|
||||
<XnaFrameworkVersion>v4.0</XnaFrameworkVersion>
|
||||
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>bin\x86\Debug</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
<XnaPlatform>Windows</XnaPlatform>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="Microsoft.Xna.Framework, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86">
|
||||
<Private>False</Private>
|
||||
<SpecificVersion>True</SpecificVersion>
|
||||
</Reference>
|
||||
<Reference Include="Microsoft.Xna.Framework.Graphics, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86">
|
||||
<Private>False</Private>
|
||||
<SpecificVersion>True</SpecificVersion>
|
||||
</Reference>
|
||||
<Reference Include="Microsoft.Xna.Framework.Content.Pipeline, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86">
|
||||
<Private>False</Private>
|
||||
<SpecificVersion>true</SpecificVersion>
|
||||
</Reference>
|
||||
<Reference Include="System">
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml">
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="System.Core">
|
||||
<RequiredTargetFramework>4.0</RequiredTargetFramework>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml.Linq">
|
||||
<RequiredTargetFramework>4.0</RequiredTargetFramework>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="MapProcessor.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\TiledLib\TiledLib\TiledLib.csproj">
|
||||
<Project>{EC3F6988-459C-4783-89E9-F34C0CC731C7}</Project>
|
||||
<Name>TiledLib</Name>
|
||||
</ProjectReference>
|
||||
</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>
|
||||
+130
@@ -0,0 +1,130 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
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")]
|
||||
Reference in New Issue
Block a user