public static TmxTileset LoadTmxTileset(this TmxTileset tileset, TmxMap map, XElement xTileset, int firstGid, string tsxDir) { tileset.Map = map; tileset.FirstGid = firstGid; tileset.Name = (string)xTileset.Attribute("name"); tileset.TileWidth = (int)xTileset.Attribute("tilewidth"); tileset.TileHeight = (int)xTileset.Attribute("tileheight"); tileset.Spacing = (int?)xTileset.Attribute("spacing") ?? 0; tileset.Margin = (int?)xTileset.Attribute("margin") ?? 0; tileset.Columns = (int?)xTileset.Attribute("columns"); tileset.TileCount = (int?)xTileset.Attribute("tilecount"); tileset.TileOffset = ParseTmxTileOffset(xTileset.Element("tileoffset")); var xImage = xTileset.Element("image"); if (xImage != null) { tileset.Image = new TmxImage().LoadTmxImage(xImage, tsxDir); } var xTerrainType = xTileset.Element("terraintypes"); if (xTerrainType != null) { tileset.Terrains = new TmxList <TmxTerrain>(); foreach (var e in xTerrainType.Elements("terrain")) { tileset.Terrains.Add(ParseTmxTerrain(e)); } } tileset.Tiles = new Dictionary <int, TmxTilesetTile>(); foreach (var xTile in xTileset.Elements("tile")) { var tile = new TmxTilesetTile().LoadTmxTilesetTile(tileset, xTile, tileset.Terrains, tsxDir); tileset.Tiles[tile.Id] = tile; } tileset.Properties = ParsePropertyDict(xTileset.Element("properties")); // cache our source rects for each tile so we dont have to calculate them every time we render. If we have // an image this is a normal tileset, else its an image tileset tileset.TileRegions = new Dictionary <int, RectangleF>(); if (tileset.Image != null) { var id = firstGid; for (var y = tileset.Margin; y < tileset.Image.Height - tileset.Margin; y += tileset.TileHeight + tileset.Spacing) { var column = 0; for (var x = tileset.Margin; x < tileset.Image.Width - tileset.Margin; x += tileset.TileWidth + tileset.Spacing) { tileset.TileRegions.Add(id++, new RectangleF(x, y, tileset.TileWidth, tileset.TileHeight)); if (++column >= tileset.Columns) { break; } } } } else { foreach (var tile in tileset.Tiles.Values) { tileset.TileRegions.Add(firstGid + tile.Id, new RectangleF(0, 0, tile.Image.Width, tile.Image.Height)); } } return(tileset); }
public static TmxTilesetTile LoadTmxTilesetTile(this TmxTilesetTile tile, TmxTileset tileset, XElement xTile, TmxList <TmxTerrain> Terrains, string tmxDir = "") { tile.Tileset = tileset; tile.Id = (int)xTile.Attribute("id"); var strTerrain = (string)xTile.Attribute("terrain"); if (strTerrain != null) { tile.TerrainEdges = new TmxTerrain[4]; var index = 0; foreach (var v in strTerrain.Split(',')) { var success = int.TryParse(v, out int result); TmxTerrain edge; if (success) { edge = Terrains[result]; } else { edge = null; } tile.TerrainEdges[index++] = edge; } } tile.Probability = (double?)xTile.Attribute("probability") ?? 1.0; tile.Type = (string)xTile.Attribute("type"); var xImage = xTile.Element("image"); if (xImage != null) { tile.Image = new TmxImage().LoadTmxImage(xImage, tmxDir); } tile.ObjectGroups = new TmxList <TmxObjectGroup>(); foreach (var e in xTile.Elements("objectgroup")) { tile.ObjectGroups.Add(new TmxObjectGroup().LoadTmxObjectGroup(tileset.Map, e)); } tile.AnimationFrames = new List <TmxAnimationFrame>(); if (xTile.Element("animation") != null) { foreach (var e in xTile.Element("animation").Elements("frame")) { tile.AnimationFrames.Add(new TmxAnimationFrame().LoadTmxAnimationFrame(e)); } } tile.Properties = ParsePropertyDict(xTile.Element("properties")); if (tile.Properties != null) { tile.ProcessProperties(); } return(tile); }
public TmxTileset(TmxMap map, XElement xTileset, int firstGid, string tmxDir) { Map = map; FirstGid = firstGid; Name = (string)xTileset.Attribute("name"); TileWidth = (int)xTileset.Attribute("tilewidth"); TileHeight = (int)xTileset.Attribute("tileheight"); Spacing = (int?)xTileset.Attribute("spacing") ?? 0; Margin = (int?)xTileset.Attribute("margin") ?? 0; Columns = (int?)xTileset.Attribute("columns"); TileCount = (int?)xTileset.Attribute("tilecount"); TileOffset = new TmxTileOffset(xTileset.Element("tileoffset")); var xImage = xTileset.Element("image"); if (xImage != null) { Image = new TmxImage(xImage, tmxDir); } var xTerrainType = xTileset.Element("terraintypes"); if (xTerrainType != null) { Terrains = new TmxList <TmxTerrain>(); foreach (var e in xTerrainType.Elements("terrain")) { Terrains.Add(new TmxTerrain(e)); } } Tiles = new Dictionary <int, TmxTilesetTile>(); foreach (var xTile in xTileset.Elements("tile")) { var tile = new TmxTilesetTile(this, xTile, Terrains, tmxDir); Tiles[tile.Id] = tile; } Properties = PropertyDict.ParsePropertyDict(xTileset.Element("properties")); // cache our source rects for each tile so we dont have to calculate them every time we render. If we have // an image this is a normal tileset, else its an image tileset TileRegions = new Dictionary <int, RectangleF>(); if (Image != null) { var id = firstGid; for (var y = Margin; y < Image.Height - Margin; y += TileHeight + Spacing) { var column = 0; for (var x = Margin; x < Image.Width - Margin; x += TileWidth + Spacing) { TileRegions.Add(id++, new RectangleF(x, y, TileWidth, TileHeight)); if (++column >= Columns) { break; } } } } else { // it seems that firstGid is always 0 for image tilesets so we can access them like an array here var id = firstGid; for (var i = 0; i < Tiles.Count; i++) { var tile = Tiles[i]; TileRegions.Add(id++, new RectangleF(0, 0, tile.Image.Width, tile.Image.Height)); } } }