public Tileset(Tile[][] tiles, Texture tex) { this.tiles = tiles; this.tex = tex; Reload(); }
public static float[] getTextureVertices(Texture tex, Point p) { return getTextureVertices(p.X, p.Y, 0, tex.XTiles - 1, 0, tex.YTiles - 1, tex.OffsetX, tex.OffsetY); }
public static int getTilesetY(int tileID, Texture tex) { return (tileID / tex.XTiles); }
public static int getTilesetX(int tileID, Texture tex) { return tileID - (tex.XTiles * (tileID / tex.XTiles)); }
public static int getTilesetID(int x, int y, Texture tex) { return (y * tex.XTiles + x); }
public static float[] getTextureVertices(Texture tex, int tileID) { int y = tileID / tex.XTiles; int x = tileID - (tex.XTiles * y); return getTextureVertices(x, y, 0, tex.XTiles - 1, 0, tex.YTiles - 1, tex.OffsetX, tex.OffsetY); }