Example #1
0
        private void ParseColliderLayer(Scene scene)
        {
            // create render target
            var target     = new RenderTarget2D(Scene.GraphicsDevice, _map.Width * _map.TileWidth, _map.Height * _map.TileHeight);
            var anyvisible = false;

            // for each layer...
            foreach (var i in _map.Layers)
            {
                if (i.Visible)
                {
                    // if it properly contained "tileset" key
                    if (i.Properties.ContainsKey("Tileset"))
                    {
                        // Add by the index of i(the tmxlayer), tilesheet loading the Tileset property and the tileset id
                        _tilesets.Add(_map.Layers.IndexOf(i),
                                      new TileSheet(
                                          scene.Pipeline.LoadContent <Texture2D>(i.Properties["Tileset"], scene.Content),
                                          Convert.ToInt32(i.Properties["ID"])));
                        if (i.Name.Contains("Collision Layer"))
                        {
                            anyvisible = true;
                            Scene.GraphicsDevice.SetRenderTarget(target);
                            Scene.GraphicsDevice.Clear(Color.Transparent);
                            Scene.SpriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.NonPremultiplied,
                                                    SamplerState.PointClamp);
                            DrawLayer(Scene.SpriteBatch, i, true);
                            Scene.SpriteBatch.End();
                        }
                    }
                }
            }
            if (anyvisible)
            {
                Terrain = target.ConvertToBody(scene);
            }
            target.Dispose();
            Scene.GraphicsDevice.SetRenderTarget(null);
        }