Difference between revisions of "Using TiledNet"
(→Drawing A Map) |
(→Saving TMX Map) |
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Line 132: | Line 132: | ||
=Saving TMX Map= | =Saving TMX Map= | ||
+ | Probably the best feature of Tiled.Net is the ability to save a TMX map. You could therefore start the game with the complete map, collect and kill enemy objects and then save the map to record your current position and the state of the game. The example below links saving the map to pressing the Escape key or Back button on a gamepad: | ||
+ | |||
+ | <syntaxhighlight lang=c#> | ||
+ | if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) | ||
+ | { | ||
+ | map.SaveCompact("Content/test.tmx"); | ||
+ | Exit(); | ||
+ | } | ||
+ | </syntaxhighlight> |
Revision as of 09:50, 14 February 2024
Install TiledNet
The easiest method is to create your MonoGame project then:
- Click on project & select Nuget Package Manager
- Search online for TiledNet & Install
- In the Game1.cs of your project add:
using Tiled;
Pro's
- Can Load & SAVE the map
Con's
- Archived project
- No example of how to draw the map online (but now see below)
Documentation
https://github.com/napen123/Tiled.Net
Drawing A Map
Here is an example of the draw code required to render the map. The map doesn't seem to split the tile values in Data into actual tiles it leaves them all in a single string.
foreach (var l in map.Layers)
{
if (l.GetType() == typeof(TiledTileLayer))
{
TiledTileLayer layer = l as TiledTileLayer;
string[] tiles = layer.Data.Data.Split(",");
tiles[0] = tiles[0].Substring(2);
for (int i = 0; i < tiles.Length; i++) // loop to cycle through each tile
{
int gid = Convert.ToInt32(tiles[i]);
// Empty tile, do nothing
if (gid == 0)
{
}
else
{
int tileFrame = gid-1;
int column = (tileFrame % 16); // 16 is columns in the tileset
int row = (int)Math.Floor((double)tileFrame / (double)16); // 16 is columns in the tileset
float x = ((i % map.Width)) * map.TileWidth;
float y = ((float)Math.Floor(i / (double)map.Width)) * map.TileHeight;
Rectangle tilesetRec = new Rectangle(map.TileWidth * column, map.TileHeight * row, map.TileWidth, map.TileHeight);
Game1._spriteBatch.Draw(tileset, new Rectangle((int)x, (int)y, map.TileWidth, map.TileHeight), tilesetRec, Color.White);
}
}
}
else if (l.GetType() == typeof(TiledObjectGroup))
{
TiledObjectGroup layer = l as TiledObjectGroup;
foreach(TiledObject to in layer.Objects)
{
_spriteBatch.Draw(pixel, new Rectangle((int)to.X, (int)to.Y, (int)to.Width, (int)to.Height), Color.White);
}
}
}
To fix this you could construct the Tiles data in the LoadContent method using something like this:
foreach (var l in map.Layers)
{
if (l.GetType() == typeof(TiledTileLayer))
{
TiledTileLayer layer = l as TiledTileLayer;
string[] tiles = layer.Data.Data.Split(",");
tiles[0] = tiles[0].Substring(2);
foreach(string i in tiles)
{
TiledTileData temp = new TiledTileData();
temp.GlobalId = Convert.ToInt32(i);
layer.Data.Tiles.Add(temp);
}
}
}
Then the draw method could be just this:
foreach (var l in map.Layers)
{
if (l.GetType() == typeof(TiledTileLayer))
{
TiledTileLayer layer = l as TiledTileLayer;
for (int i = 0; i < layer.Data.Tiles.Count; i++) // loop to cycle through each tile
{
int gid = Convert.ToInt32(layer.Data.Tiles[i].GlobalId);
// Empty tile, do nothing
if (gid == 0)
{
}
else
{
int tileFrame = gid-1;
int column = (tileFrame % 16); // 16 is columns in the tileset
int row = (int)Math.Floor((double)tileFrame / (double)16); // 16 is columns in the tileset
float x = ((i % map.Width)) * map.TileWidth;
float y = ((float)Math.Floor(i / (double)map.Width)) * map.TileHeight;
Rectangle tilesetRec = new Rectangle(map.TileWidth * column, map.TileHeight * row, map.TileWidth, map.TileHeight);
Game1._spriteBatch.Draw(tileset, new Rectangle((int)x, (int)y, map.TileWidth, map.TileHeight), tilesetRec, Color.White);
}
}
}
else if (l.GetType() == typeof(TiledObjectGroup))
{
TiledObjectGroup layer = l as TiledObjectGroup;
foreach(TiledObject to in layer.Objects)
{
_spriteBatch.Draw(pixel, new Rectangle((int)to.X, (int)to.Y, (int)to.Width, (int)to.Height), Color.White);
}
}
}
Saving TMX Map
Probably the best feature of Tiled.Net is the ability to save a TMX map. You could therefore start the game with the complete map, collect and kill enemy objects and then save the map to record your current position and the state of the game. The example below links saving the map to pressing the Escape key or Back button on a gamepad:
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
{
map.SaveCompact("Content/test.tmx");
Exit();
}