using System.Collections.Generic; using Microsoft.Xna.Framework; namespace MonoGame.Extended.Tiled { public class TiledMapTileLayer : TiledMapLayer { public TiledMapTileLayer(string name, string type, int width, int height, int tileWidth, int tileHeight, Vector2? offset = null, Vector2? parallaxFactor = null, float opacity = 1, bool isVisible = true) : base(name, type, offset, parallaxFactor, opacity, isVisible) { Width = width; Height = height; TileWidth = tileWidth; TileHeight = tileHeight; Tiles = new TiledMapTile[Width * Height]; } public int Width { get; } public int Height { get; } public int TileWidth { get; } public int TileHeight { get; } public TiledMapTile[] Tiles { get; } public int GetTileIndex(ushort x, ushort y) { return x + y * Width; } public bool TryGetTile(ushort x, ushort y, out TiledMapTile? tile) { if (x >= Width) { tile = null; return false; } var index = GetTileIndex(x, y); if (index < 0 || index >= Tiles.Length) { tile = null; return false; } tile = Tiles[index]; return true; } public TiledMapTile GetTile(ushort x, ushort y) { var index = GetTileIndex(x, y); return Tiles[index]; } public void SetTile(ushort x, ushort y, uint globalIdentifier) { var index = GetTileIndex(x, y); Tiles[index] = new TiledMapTile(globalIdentifier, x, y); } public void RemoveTile(ushort x, ushort y) { SetTile(x, y, 0); } } }