public void Draw(Viewport viewport, TileSet tileSet, SpriteBatch spriteBatch) { for (int y = 0; y < MapHeight; y++) { for (int x = 0; x < MapWidth; x++) { spriteBatch.Draw ( tileSet.TileSetTexture, new Rectangle(x * tileSet.TileWidth, y * tileSet.TileHeight, tileSet.TileWidth, tileSet.TileHeight), tileSet.GetSourceRectangle (Rows[y].Columns[x].TileID), Color.Gray); } } }
public void Render(Viewport viewport, TileSet tileSet, SpriteBatch spriteBatch) { if (Map != null) { Map.Draw (viewport, tileSet, spriteBatch); } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch (GraphicsDevice); systemFont = Content.Load<SpriteFont>("SystemFont"); bannerFont = Content.Load<SpriteFont>("BannerFont"); //TODO: use this.Content to load your game content here tileSet = new TileSet(Content.Load<Texture2D>("Tiles")); mobTileSet = new TileSet(Content.Load<Texture2D>("Tiles"), BlendState.NonPremultiplied); Console.WriteLine("{0}, {1}, {2}, {3}", GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 0); }