/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { //spritebatch for 2d stuff spriteBatch = new SpriteBatch(GraphicsDevice); //map generation + textue setting String jsonString = File.ReadAllText("content/map_1.json"); MapTiled maptiled = JsonConvert.DeserializeObject <MapTiled>(jsonString); sunVector = new Vector3(1f, -1f, 1f); sunVector.Normalize(); //init mapdata map = new Map(); map.Texture = Content.Load <Texture2D>("Tilesheets\\" + maptiled.tilesets[0].name); map.initialize(maptiled); avatar.avatarPos = map.spawnLocation; avatar.texture = Content.Load <Texture2D>("Sprites\\Characters_NPCs\\Main_char_walking_animation"); effectOur = Content.Load <Effect>("Shaders\\BasicShader"); }
public void initialize(MapTiled obj) { int width = obj.width; int height = obj.height; IdTiles = new int[height, width]; Layer layer = obj.layers[1]; for (int i = 0; i < height; i++) { for (int j = 0; j < width; j++) { IdTiles[i, j] = layer.data[i * width + j] - obj.tilesets[1].firstgid + 1; } } Tiles = new int[height + 1, width + 1]; createHeightMap(width, height); layer = obj.layers[0]; for (int i = 0; i < height; i++) { for (int j = 0; j < width; j++) { IdTiles[i, j] = layer.data[i * width + j] - obj.tilesets[0].firstgid + 1; } } TextureInfo = obj.tilesets[0]; generate(); GenerateStatic(obj.layers[2], obj.tilesets[2]); }