Exemplo n.º 1
0
        private void GenerateTileSourceRectangles()
        {
            // process the tilesets, calculate tiles to fit in each set, calculate source rectangles
            foreach (TileSetContent tileSet in tileSets)
            {
                int imageWidth  = tileSet.Texture.Width;
                int imageHeight = tileSet.Texture.Height;

                imageWidth  -= tileSet.Margin * 2;
                imageHeight -= tileSet.Margin * 2;

                int tileCountX = 0;
                while ((tileCountX + 1) * tileSet.TileWidth <= imageWidth)
                {
                    tileCountX++;
                    imageWidth -= tileSet.Spacing;
                }

                int tileCountY = 0;
                while ((tileCountY + 1) * tileSet.TileHeight <= imageHeight)
                {
                    tileCountY++;
                    imageHeight -= tileSet.Spacing;
                }

                for (int y = 0; y < tileCountY; y++)
                {
                    for (int x = 0; x < tileCountX; x++)
                    {
                        int       rx     = tileSet.Margin + x * (tileSet.TileWidth + tileSet.Spacing);
                        int       ry     = tileSet.Margin + y * (tileSet.TileHeight + tileSet.Spacing);
                        Rectangle source = new Rectangle(rx, ry, tileSet.TileWidth, tileSet.TileHeight);

                        int index = tileSet.FirstGID + (y * tileCountX + x);
                        PropertyCollection tileProperties = new PropertyCollection();
                        if (tileSet.TileProperties.ContainsKey(index))
                        {
                            tileProperties = tileSet.TileProperties[index];
                        }

                        TileContent tile = new TileContent(source, tileProperties);
                        tileSet.Tiles.Add(tile);
                    }
                }
            }
        }
Exemplo n.º 2
0
        private void GenerateTileSourceRectangles()
        {
            // process the tilesets, calculate tiles to fit in each set, calculate source rectangles
            foreach (TileSetContent tileSet in tileSets)
            {
                int imageWidth = tileSet.Texture.Width;
                int imageHeight = tileSet.Texture.Height;

                imageWidth -= tileSet.Margin * 2;
                imageHeight -= tileSet.Margin * 2;

                int tileCountX = 0;
                while ((tileCountX + 1) * tileSet.TileWidth <= imageWidth)
                {
                    tileCountX++;
                    imageWidth -= tileSet.Spacing;
                }

                int tileCountY = 0;
                while ((tileCountY + 1) * tileSet.TileHeight <= imageHeight)
                {
                    tileCountY++;
                    imageHeight -= tileSet.Spacing;
                }

                for (int y = 0; y < tileCountY; y++)
                {
                    for (int x = 0; x < tileCountX; x++)
                    {
                        int rx = tileSet.Margin + x * (tileSet.TileWidth + tileSet.Spacing);
                        int ry = tileSet.Margin + y * (tileSet.TileHeight + tileSet.Spacing);
                        Rectangle source = new Rectangle(rx, ry, tileSet.TileWidth, tileSet.TileHeight);

                        int index = tileSet.FirstGID + (y * tileCountX + x);
                        PropertyCollection tileProperties = new PropertyCollection();
                        if (tileSet.TileProperties.ContainsKey(index))
                            tileProperties = tileSet.TileProperties[index];

                        TileContent tile = new TileContent(source, tileProperties);
                        tileSet.Tiles.Add(tile);
                    }
                }
            }
        }