Difference between revisions of "Setup and map example"

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(Create a New Class)
(Create a New Class)
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Or from GitHub: [https://github.com/TRCCompSci/tiled-xna GitHub TRCCompSci tiled-xna]
 
Or from GitHub: [https://github.com/TRCCompSci/tiled-xna GitHub TRCCompSci tiled-xna]
 
Remember to set the name space to Squared.Tiled. This has a name space of MapTest.
 
  
 
=Add Using Refereneces=
 
=Add Using Refereneces=

Revision as of 08:30, 1 February 2018

Create a New Class

You will need to have a MonoGame project in order to complete this. If you have a project ready, create a new class in your project.

Copy the code from this document: Square.Tiled Class

Or from GitHub: GitHub TRCCompSci tiled-xna

Add Using Refereneces

You will need to add references to the following:

using System.IO;
using Squared.Tiled;

New Variables

At the top of your Game1 class add these additional variables:

Map map;
Vector2 viewportPosition;

The name viewportPosition is important because the rest of the class uses it, so if you use a different name it may not work.

Content

Download the file from here. Extract it and you must build the 2 images using the content pipeline.

In the LoadContent method add the following line to load the map:

map = Map.Load(Path.Combine(Content.RootDirectory, "MapTest.tmx"), Content);

Now the map contains an object layer called events, and this contains a start position for hero. Use the code below to add a texture to the hero:

map.ObjectGroups["events"].Objects["hero"].Texture = Content.Load<Texture2D>("hero");

Now we need to set the viewportPosition, this will ensure the map starts with the player in the center. So add the following code:

viewportPosition= new Vector2(map.ObjectGroups["events"].Objects["hero"].X, map.ObjectGroups["events"].Objects["hero"].Y);

In order to center the hero you may need to subtract from either the X or Y.

The Update Method

scroll & scrolly are used to store the direction required.

These are multiplied by the scroll speed to get the exact X & Y movement required.

The X & Y of the hero are updated to give a new position.

            GamePadState gamePadState = GamePad.GetState(PlayerIndex.One);
            KeyboardState keyState = Keyboard.GetState();
            float scrollx = 0, scrolly = 0;

            if (keyState.IsKeyDown(Keys.Left))
                scrollx = -1;
            if (keyState.IsKeyDown(Keys.Right))
                scrollx = 1;
            if (keyState.IsKeyDown(Keys.Up))
                scrolly = 1;
            if (keyState.IsKeyDown(Keys.Down))
                scrolly = -1;

            scrollx += gamePadState.ThumbSticks.Left.X;
            scrolly += gamePadState.ThumbSticks.Left.Y;

            if (gamePadState.IsButtonDown(Buttons.Back) || keyState.IsKeyDown(Keys.Escape))
                this.Exit();

            float scrollSpeed = 8.0f;

            map.ObjectGroups["events"].Objects["hero"].X += (int)(scrollx * scrollSpeed);
            map.ObjectGroups["events"].Objects["hero"].Y -= (int)(scrolly * scrollSpeed);

You will also need to update the viewportPosition:

viewportPosition= new Vector2(map.ObjectGroups["events"].Objects["hero"].X, map.ObjectGroups["events"].Objects["hero"].Y);

The Draw Method

Add the following to the draw method to draw the map and hero to the screen.

If you already have spriteBatch.Begin() or spriteBatch.End() then just place the middle line inbetween your lines.

spriteBatch.Begin();
map.Draw(spriteBatch, new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height), viewportPosition);
spriteBatch.End();