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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);
}
}
}
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