summaryrefslogtreecommitdiff
path: root/Plugins/MonoGame.Extended/source/MonoGame.Extended.Tiled/TiledMapHelper.cs
diff options
context:
space:
mode:
Diffstat (limited to 'Plugins/MonoGame.Extended/source/MonoGame.Extended.Tiled/TiledMapHelper.cs')
-rw-r--r--Plugins/MonoGame.Extended/source/MonoGame.Extended.Tiled/TiledMapHelper.cs51
1 files changed, 51 insertions, 0 deletions
diff --git a/Plugins/MonoGame.Extended/source/MonoGame.Extended.Tiled/TiledMapHelper.cs b/Plugins/MonoGame.Extended/source/MonoGame.Extended.Tiled/TiledMapHelper.cs
new file mode 100644
index 0000000..43edf67
--- /dev/null
+++ b/Plugins/MonoGame.Extended/source/MonoGame.Extended.Tiled/TiledMapHelper.cs
@@ -0,0 +1,51 @@
+using Microsoft.Xna.Framework;
+
+namespace MonoGame.Extended.Tiled
+{
+ public static class TiledMapHelper
+ {
+ // 4 vertices per tile
+ public const int VerticesPerTile = 4;
+ // 2 triangles per tile (mesh), with each triangle indexing 3 out of 4 vertices, so 6 vertices
+ public const int IndicesPerTile = 6;
+ // by using ushort type for indices we are limited to indexing vertices from 0 to 65535
+ // this limits us on how many vertices can fit inside a single vertex buffer (65536 vertices)
+ public const int MaximumVerticesPerModel = ushort.MaxValue + 1;
+ // and thus, we know how many tiles we can fit inside a vertex or index buffer (16384 tiles)
+ public const int MaximumTilesPerGeometryContent = MaximumVerticesPerModel / VerticesPerTile;
+ // and thus, we also know the maximum number of indices we can fit inside a single index buffer (98304 indices)
+ public const int MaximumIndicesPerModel = MaximumTilesPerGeometryContent * IndicesPerTile;
+ // these optimal maximum numbers of course are not considering texture bindings which would practically lower the actual number of tiles per vertex / index buffer
+ // thus, the reason why it is a good to have ONE giant tileset (at least per layer)
+
+ internal static Rectangle GetTileSourceRectangle(int localTileIdentifier, int tileWidth, int tileHeight, int columns, int margin, int spacing)
+ {
+ var x = margin + localTileIdentifier % columns * (tileWidth + spacing);
+ var y = margin + localTileIdentifier / columns * (tileHeight + spacing);
+ return new Rectangle(x, y, tileWidth, tileHeight);
+ }
+
+ internal static Point2 GetOrthogonalPosition(int tileX, int tileY, int tileWidth, int tileHeight)
+ {
+ var x = tileX * tileWidth;
+ var y = tileY * tileHeight;
+ return new Vector2(x, y);
+ }
+
+ internal static Point2 GetIsometricPosition(int tileX, int tileY, int tileWidth, int tileHeight)
+ {
+ // You can think of an isometric Tiled map as a regular orthogonal map that is rotated -45 degrees
+ // i.e.: the origin (0, 0) is the top tile of the diamond grid;
+ // (mapWidth, 0) is the far right tile of the diamond grid
+ // (0, mapHeight) is the far left tile of the diamond grid
+ // (mapWidth, mapHeight) is the bottom tile of the diamond grid
+
+ var halfTileWidth = tileWidth * 0.5f;
+ var halfTileHeight = tileHeight * 0.5f;
+ // -1 because we want the top the tile-diamond (top-center) to be the origin in tile space
+ var x = (tileX - tileY - 1) * halfTileWidth;
+ var y = (tileX + tileY) * halfTileHeight;
+ return new Vector2(x, y);
+ }
+ }
+}