public void Draw(SpriteBatch spriteBatch, AnimatedTileset tileSet) { Rectangle destination = new Rectangle(0, 0, Engine.TileWidth, Engine.TileHeight); foreach (Point p in AnimatedTiles.Keys) { destination.X = p.X * Engine.TileWidth; destination.Y = p.Y * Engine.TileHeight; spriteBatch.Draw(tileSet.Texture, destination, tileSet.SourceFrames[AnimatedTiles[p].TileIndex][AnimatedTiles[p].CurrentFrame], Color.White); } }
public TileMap(Tileset tileset, AnimatedTileset animatedTileset, MapLayer baseLayer) { this.animatedSet = animatedTileset; tilesets = new List <Tileset>(); tilesets.Add(tileset); collisionLayer = new CollisionLayer(); animatedTileLayer = new AnimatedTileLayer(); mapLayers = new List <ILayer>(); mapLayers.Add(baseLayer); mapWidth = baseLayer.Width; mapHeight = baseLayer.Height; }
public TileMap(List <Tileset> tilesets, AnimatedTileset animatedTileSet, MapLayer baseLayer, MapLayer buildingLayer, MapLayer splatterLayer, CollisionLayer collisionLayer, AnimatedTileLayer animatedLayer) { this.tilesets = tilesets; this.animatedSet = animatedTileSet; this.mapLayers = new List <ILayer>(); this.collisionLayer = collisionLayer; this.animatedTileLayer = animatedLayer; mapLayers.Add(baseLayer); AddLayer(buildingLayer); AddLayer(splatterLayer); mapWidth = baseLayer.Width; mapHeight = baseLayer.Height; }
public void AddAnimatedTileset(AnimatedTileset tileset) { animatedSet = tileset; }