public void Click(Vector2 cursorLoc, Map tileMap, Texture2D tileSheet) { KeyboardState keyState = Keyboard.GetState(); int x = (int)(cursorLoc.X + 2) / size; //Why the +2? Because cursorLoc is modified by -2. Duh. int y = (int)(cursorLoc.Y + 2) / size; //Same goes for this. int tsWidth = tileSheet.Width / size; //The width of the tilesheet in tiles if (drag) editorPanel = new Vector2(x, y); //If dragging the editor panel, set its location to cursor location else { if ((x >= (int)editorPanel.X && x <= (int)editorPanel.X + tsWidth) && //Uhhmm...well basically this is checking if the crosshair (y >= (int)editorPanel.Y && y <= (int)editorPanel.Y + tileSheet.Height / size) && //is within the editor panel, and the keyState.IsKeyDown(Keys.Space)) //spacebar is pressed { currentTile = ((y - (int)editorPanel.Y) * tsWidth) + (x - (int)editorPanel.X); //Sets the current tile as a function of its location on the tilesheet (focus if you want to understand this one) } else if ((x >= (int)editorPanel.X && x <= (int)editorPanel.X + tsWidth) && //Same as the last one, only simpler. If the (y == (int)editorPanel.Y - 1) && keyState.IsKeyDown(Keys.Space)) //crosshair is on the top of the editor window, allow user to drag { drag = true; } else //User wants to change the tile { tileMap.Set(y, x, currentTile); } } }
//Simplified version of the Click() method. Just erases the currently selected tile. public void Erase(Vector2 cursorLoc, Map tileMap) { int x = (int)(cursorLoc.X + 2) / size; int y = (int)(cursorLoc.Y + 2) / size; tileMap.Set(y, x, -1); }