Merge pull request #83 from dcronqvist/raylib-example

Add an example project showcasing DotTiled in combination with Raylib and MonoGame
This commit is contained in:
dcronqvist 2025-04-26 18:23:41 +02:00 committed by GitHub
commit 2e676e4555
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29 changed files with 2155 additions and 1 deletions

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@ -66,4 +66,8 @@ var map = loader.LoadMap("path/to/map.tmx");
var chest = map.GetProperty<CustomClassProperty>("chest").Value;
var coinsToSpawn = chest.GetProperty<IntProperty>("coins").Value;
```
```
## Examples
See the [DotTiled.Examples](https://github.com/dcronqvist/DotTiled/tree/master/src/DotTiled.Examples) directory for more in-depth examples of how to use DotTiled. The [DotTiled.Example.Raylib](https://github.com/dcronqvist/DotTiled/tree/master/src/DotTiled.Examples/DotTiled.Example.Raylib) example is a good starting point for using DotTiled with Raylib or any similar library/framework. It demonstrates how to load and render a Tiled map, handle player movement, and perform collision detection.

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@ -0,0 +1,36 @@
{
"version": 1,
"isRoot": true,
"tools": {
"dotnet-mgcb": {
"version": "3.8.3",
"commands": [
"mgcb"
]
},
"dotnet-mgcb-editor": {
"version": "3.8.3",
"commands": [
"mgcb-editor"
]
},
"dotnet-mgcb-editor-linux": {
"version": "3.8.3",
"commands": [
"mgcb-editor-linux"
]
},
"dotnet-mgcb-editor-windows": {
"version": "3.8.3",
"commands": [
"mgcb-editor-windows"
]
},
"dotnet-mgcb-editor-mac": {
"version": "3.8.3",
"commands": [
"mgcb-editor-mac"
]
}
}
}

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@ -0,0 +1,52 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace DotTiled.Example.MonoGame;
public class Camera2D
{
public float Zoom { get; set; }
public Vector2 Position { get; set; }
public Rectangle Bounds { get; protected set; }
public Rectangle VisibleArea { get; protected set; }
public Matrix Transform { get; protected set; }
public Camera2D(Viewport viewport)
{
Bounds = viewport.Bounds;
Zoom = 1f;
Position = Vector2.Zero;
}
private void UpdateVisibleArea()
{
var inverseViewMatrix = Matrix.Invert(Transform);
var tl = Vector2.Transform(Vector2.Zero, inverseViewMatrix);
var tr = Vector2.Transform(new Vector2(Bounds.X, 0), inverseViewMatrix);
var bl = Vector2.Transform(new Vector2(0, Bounds.Y), inverseViewMatrix);
var br = Vector2.Transform(new Vector2(Bounds.Width, Bounds.Height), inverseViewMatrix);
var min = new Vector2(
MathHelper.Min(tl.X, MathHelper.Min(tr.X, MathHelper.Min(bl.X, br.X))),
MathHelper.Min(tl.Y, MathHelper.Min(tr.Y, MathHelper.Min(bl.Y, br.Y))));
var max = new Vector2(
MathHelper.Max(tl.X, MathHelper.Max(tr.X, MathHelper.Max(bl.X, br.X))),
MathHelper.Max(tl.Y, MathHelper.Max(tr.Y, MathHelper.Max(bl.Y, br.Y))));
VisibleArea = new Rectangle((int)min.X, (int)min.Y, (int)(max.X - min.X), (int)(max.Y - min.Y));
}
private void UpdateMatrix()
{
Transform = Matrix.CreateTranslation(new Vector3(-Position.X, -Position.Y, 0)) *
Matrix.CreateScale(Zoom) *
Matrix.CreateTranslation(new Vector3(Bounds.Width * 0.5f, Bounds.Height * 0.5f, 0));
UpdateVisibleArea();
}
public void UpdateCamera(Viewport bounds)
{
Bounds = bounds.Bounds;
UpdateMatrix();
}
}

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@ -0,0 +1,33 @@
#----------------------------- Global Properties ----------------------------#
/outputDir:bin/$(Platform)
/intermediateDir:obj/$(Platform)
/platform:DesktopGL
/config:
/profile:Reach
/compress:False
#-------------------------------- References --------------------------------#
#---------------------------------- Content ---------------------------------#
#begin kenney_roguelike-rpg-pack/roguelikeSheet_transparent.png
/importer:TextureImporter
/processor:TextureProcessor
/processorParam:ColorKeyColor=255,0,255,255
/processorParam:ColorKeyEnabled=True
/processorParam:GenerateMipmaps=False
/processorParam:PremultiplyAlpha=True
/processorParam:ResizeToPowerOfTwo=False
/processorParam:MakeSquare=False
/processorParam:TextureFormat=Color
/build:kenney_roguelike-rpg-pack/roguelikeSheet_transparent.png
#begin world-tileset.tsx
/copy:world-tileset.tsx
#begin world.tmx
/copy:world.tmx

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@ -0,0 +1,23 @@
###############################################################################
Roguelike pack
by Kenney Vleugels for Kenney (www.kenney.nl)
with help by Lynn Evers (Twitter: @EversLynn)
------------------------------
License (Creative Commons Zero, CC0)
http://creativecommons.org/publicdomain/zero/1.0/
You may use these graphics in personal and commercial projects.
Credit (Kenney or www.kenney.nl) would be nice but is not mandatory.
------------------------------
Donate: http://donate.kenney.nl/
Request: http://request.kenney.nl/
###############################################################################

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@ -0,0 +1,38 @@
<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.10" tiledversion="1.11.2" name="roguelikeSheet_transparent" tilewidth="16" tileheight="16" spacing="1" tilecount="1767" columns="57">
<image source="kenney_roguelike-rpg-pack/roguelikeSheet_transparent.png" width="968" height="526"/>
<wangsets>
<wangset name="Stuff" type="mixed" tile="-1">
<wangcolor name="Brown path" color="#ff0000" tile="692" probability="1"/>
<wangcolor name="Water" color="#00ff00" tile="-1" probability="1"/>
<wangtile tileid="2" wangid="0,0,2,2,2,0,0,0"/>
<wangtile tileid="3" wangid="0,0,2,2,2,2,2,0"/>
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<wangtile tileid="61" wangid="2,0,0,0,2,2,2,2"/>
<wangtile tileid="114" wangid="2,0,2,2,2,2,2,2"/>
<wangtile tileid="115" wangid="2,2,2,2,2,2,2,0"/>
<wangtile tileid="116" wangid="2,2,2,0,0,0,0,0"/>
<wangtile tileid="117" wangid="2,2,2,0,0,0,2,2"/>
<wangtile tileid="118" wangid="2,0,0,0,0,0,2,2"/>
<wangtile tileid="404" wangid="0,0,1,0,1,0,1,0"/>
<wangtile tileid="405" wangid="1,0,0,0,1,0,1,0"/>
<wangtile tileid="406" wangid="0,0,1,0,1,0,0,0"/>
<wangtile tileid="407" wangid="0,0,0,0,1,0,1,0"/>
<wangtile tileid="408" wangid="1,0,0,0,1,0,0,0"/>
<wangtile tileid="461" wangid="1,0,1,0,1,0,0,0"/>
<wangtile tileid="462" wangid="1,0,1,0,0,0,1,0"/>
<wangtile tileid="463" wangid="1,0,1,0,0,0,0,0"/>
<wangtile tileid="464" wangid="1,0,0,0,0,0,1,0"/>
<wangtile tileid="465" wangid="0,0,1,0,0,0,1,0"/>
<wangtile tileid="632" wangid="1,0,0,0,0,0,0,0"/>
<wangtile tileid="633" wangid="0,0,0,0,1,0,0,0"/>
<wangtile tileid="689" wangid="0,0,0,0,0,0,1,0"/>
<wangtile tileid="690" wangid="0,0,1,0,0,0,0,0"/>
<wangtile tileid="691" wangid="1,0,1,0,1,0,1,0"/>
</wangset>
</wangsets>
</tileset>

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@ -0,0 +1,434 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.11.2" orientation="orthogonal" renderorder="right-down" width="50" height="50" tilewidth="16" tileheight="16" infinite="0" nextlayerid="13" nextobjectid="51">
<tileset firstgid="1" source="world-tileset.tsx"/>
<group id="11" name="Visuals">
<layer id="1" name="Ground" width="50" height="50">
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<object id="48" x="672" y="96" width="16" height="192"/>
<object id="49" x="688" y="112" width="16" height="176"/>
<object id="50" x="704" y="144" width="16" height="112"/>
</objectgroup>
<objectgroup id="12" name="PointsOfInterest">
<object id="8" name="PlayerSpawn" x="425" y="343.5">
<point/>
</object>
</objectgroup>
</map>

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net8.0</TargetFramework>
<RollForward>Major</RollForward>
<PublishReadyToRun>false</PublishReadyToRun>
<TieredCompilation>false</TieredCompilation>
</PropertyGroup>
<PropertyGroup>
<ApplicationManifest>app.manifest</ApplicationManifest>
<ApplicationIcon>Icon.ico</ApplicationIcon>
</PropertyGroup>
<ItemGroup>
<None Remove="Icon.ico" />
<None Remove="Icon.bmp" />
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Icon.ico">
<LogicalName>Icon.ico</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Icon.bmp">
<LogicalName>Icon.bmp</LogicalName>
</EmbeddedResource>
</ItemGroup>
<ItemGroup>
<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.*" />
<PackageReference Include="MonoGame.Content.Builder.Task" Version="3.8.*" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\DotTiled\DotTiled.csproj" />
</ItemGroup>
<Target Name="RestoreDotnetTools" BeforeTargets="Restore">
<Message Text="Restoring dotnet tools" Importance="High" />
<Exec Command="dotnet tool restore" />
</Target>
</Project>

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using System.Collections.Generic;
using System.IO;
using System.Linq;
using DotTiled.Serialization;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace DotTiled.Example.MonoGame;
/// <summary>
/// A beginner-friendly example of using DotTiled with MonoGame.
/// Loads a Tiled map, renders its layers, and allows basic player movement with collision.
/// </summary>
public class Game1 : Game
{
private readonly GraphicsDeviceManager _graphics;
private SpriteBatch _spriteBatch;
// Camera for following the player
private Camera2D _camera;
// DotTiled map and tileset textures
private Map _map;
private Dictionary<string, Texture2D> _tilesetTextures;
// Layers for collisions and points of interest
private ObjectLayer _collisionLayer;
private ObjectLayer _pointsOfInterestLayer;
// Player state
private Vector2 _playerPosition;
private Texture2D _playerTexture;
// Used for drawing rectangles (player)
private Texture2D _whitePixel;
public Game1()
{
_graphics = new GraphicsDeviceManager(this)
{
PreferredBackBufferWidth = 1280,
PreferredBackBufferHeight = 720
};
Content.RootDirectory = "Content";
IsMouseVisible = true;
}
/// <summary>
/// MonoGame initialization.
/// </summary>
protected override void Initialize() => base.Initialize();
/// <summary>
/// Load map, textures, and initialize player/camera.
/// </summary>
protected override void LoadContent()
{
_spriteBatch = new SpriteBatch(GraphicsDevice);
// Used for drawing rectangles (player)
_whitePixel = new Texture2D(GraphicsDevice, 1, 1);
_whitePixel.SetData(new[] { Color.White });
// Load the Tiled map using DotTiled
var loader = Loader.Default();
_map = loader.LoadMap(Path.Combine(Content.RootDirectory, "world.tmx"));
// Load all tileset textures referenced by the map
_tilesetTextures = LoadTilesetTextures(_map);
// Extract layers for collisions and points of interest
_collisionLayer = _map.Layers.OfType<ObjectLayer>().Single(l => l.Name == "Collisions");
_pointsOfInterestLayer = (ObjectLayer)_map.Layers.Single(l => l.Name == "PointsOfInterest");
// Get the player's spawn point from the PointsOfInterest layer
var playerSpawn = _pointsOfInterestLayer.Objects.Single(obj => obj.Name == "PlayerSpawn");
_playerPosition = new Vector2(playerSpawn.X, playerSpawn.Y);
// Set up the camera to follow the player
_camera = new Camera2D(GraphicsDevice.Viewport);
// Optionally, create a simple player texture (blue rectangle)
_playerTexture = new Texture2D(GraphicsDevice, 1, 1);
_playerTexture.SetData(new[] { Color.Blue });
}
/// <summary>
/// Loads all tileset textures referenced by the map.
/// </summary>
private Dictionary<string, Texture2D> LoadTilesetTextures(Map map)
{
// Remove ".png" for MonoGame Content Pipeline compatibility
return map.Tilesets.ToDictionary(
tileset => tileset.Image.Value.Source.Value,
tileset => Content.Load<Texture2D>(Path.GetDirectoryName(tileset.Image.Value.Source.Value) + "/" + Path.GetFileNameWithoutExtension(tileset.Image.Value.Source.Value))
);
}
/// <summary>
/// Handles player input and updates game logic.
/// </summary>
protected override void Update(GameTime gameTime)
{
// Exit on Escape
if (Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
_camera.UpdateCamera(GraphicsDevice.Viewport);
// Handle player movement input
var move = HandlePlayerInput(gameTime);
// Define the player's collision rectangle
var playerRect = new Rectangle((int)_playerPosition.X, (int)_playerPosition.Y, 12, 12);
// Collision detection with rectangles in the collision layer
foreach (var obj in _collisionLayer.Objects.OfType<RectangleObject>())
{
var objRect = new Rectangle((int)obj.X, (int)obj.Y, (int)obj.Width, (int)obj.Height);
// Horizontal collision
var movePlayerHRect = new Rectangle(playerRect.X + (int)move.X, playerRect.Y, playerRect.Width, playerRect.Height);
if (move.X != 0 && movePlayerHRect.Intersects(objRect))
move.X = 0;
// Vertical collision
var movePlayerVRect = new Rectangle(playerRect.X, playerRect.Y + (int)move.Y, playerRect.Width, playerRect.Height);
if (move.Y != 0 && movePlayerVRect.Intersects(objRect))
move.Y = 0;
}
// Update player position
_playerPosition += move;
// Smoothly update the camera to follow the player
var newCameraTarget = new Vector2(_playerPosition.X, _playerPosition.Y);
_camera.Position += (newCameraTarget - _camera.Position) * 15f * (float)gameTime.ElapsedGameTime.TotalSeconds;
base.Update(gameTime);
}
/// <summary>
/// Handles WASD input for player movement.
/// </summary>
private static Vector2 HandlePlayerInput(GameTime gameTime)
{
var move = Vector2.Zero;
var speed = 150f * (float)gameTime.ElapsedGameTime.TotalSeconds;
var state = Keyboard.GetState();
if (state.IsKeyDown(Keys.W)) move.Y -= speed;
if (state.IsKeyDown(Keys.S)) move.Y += speed;
if (state.IsKeyDown(Keys.A)) move.X -= speed;
if (state.IsKeyDown(Keys.D)) move.X += speed;
return move;
}
/// <summary>
/// Draws the map, player, and handles layer ordering.
/// </summary>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
_spriteBatch.Begin(transformMatrix: _camera.Transform);
// Get all visual tile layers from the "Visuals" group
var visualLayers = _map.Layers.OfType<Group>().Single(l => l.Name == "Visuals").Layers.OfType<TileLayer>();
// Render layers below the player
RenderLayers(_map, visualLayers, _tilesetTextures, ["Ground", "Ponds", "Paths", "HouseWalls", "HouseDoors", "FencesBushes"]);
// Draw the player as a blue rectangle (centered on tile)
var playerVisualRect = new Rectangle((int)_playerPosition.X, (int)_playerPosition.Y - 12, 12, 24);
_spriteBatch.Draw(_playerTexture, playerVisualRect, Color.White);
// Render layers above the player
RenderLayers(_map, visualLayers, _tilesetTextures, ["HouseRoofs"]);
_spriteBatch.End();
base.Draw(gameTime);
}
/// <summary>
/// Renders specific named layers from the map.
/// </summary>
private void RenderLayers(Map map, IEnumerable<TileLayer> visualLayers, Dictionary<string, Texture2D> tilesetTextures, string[] layerNames)
{
foreach (var layerName in layerNames)
{
var layer = visualLayers.Single(l => l.Name == layerName);
RenderLayer(map, layer, tilesetTextures);
}
}
/// <summary>
/// Renders a single tile layer.
/// </summary>
private void RenderLayer(Map map, TileLayer layer, Dictionary<string, Texture2D> tilesetTextures)
{
for (var y = 0; y < layer.Height; y++)
{
for (var x = 0; x < layer.Width; x++)
{
var tileGID = layer.GetGlobalTileIDAtCoord(x, y);
if (tileGID == 0) continue;
var tileset = map.ResolveTilesetForGlobalTileID(tileGID, out var localTileID);
var sourceRect = tileset.GetSourceRectangleForLocalTileID(localTileID);
var destination = new Vector2(x * tileset.TileWidth, y * tileset.TileHeight);
var sourceRectangle = new Rectangle(sourceRect.X + 1, sourceRect.Y + 1, sourceRect.Width - 2, sourceRect.Height - 2);
_spriteBatch.Draw(
tilesetTextures[tileset.Image.Value.Source.Value],
destination,
sourceRectangle,
Color.White,
0f,
Vector2.Zero,
Vector2.One * (1f / (14f / 16f)), // Shrink by a tiny amount to avoid seams (not a perfect solution)
SpriteEffects.None,
0f
);
}
}
}
}

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using var game = new DotTiled.Example.MonoGame.Game1();
game.Run();

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<?xml version="1.0" encoding="utf-8"?>
<assembly manifestVersion="1.0" xmlns="urn:schemas-microsoft-com:asm.v1">
<assemblyIdentity version="1.0.0.0" name="DotTiled.Example.MonoGame"/>
<trustInfo xmlns="urn:schemas-microsoft-com:asm.v2">
<security>
<requestedPrivileges xmlns="urn:schemas-microsoft-com:asm.v3">
<requestedExecutionLevel level="asInvoker" uiAccess="false" />
</requestedPrivileges>
</security>
</trustInfo>
<compatibility xmlns="urn:schemas-microsoft-com:compatibility.v1">
<application>
<!-- A list of the Windows versions that this application has been tested on and is
is designed to work with. Uncomment the appropriate elements and Windows will
automatically selected the most compatible environment. -->
<!-- Windows Vista -->
<supportedOS Id="{e2011457-1546-43c5-a5fe-008deee3d3f0}" />
<!-- Windows 7 -->
<supportedOS Id="{35138b9a-5d96-4fbd-8e2d-a2440225f93a}" />
<!-- Windows 8 -->
<supportedOS Id="{4a2f28e3-53b9-4441-ba9c-d69d4a4a6e38}" />
<!-- Windows 8.1 -->
<supportedOS Id="{1f676c76-80e1-4239-95bb-83d0f6d0da78}" />
<!-- Windows 10 -->
<supportedOS Id="{8e0f7a12-bfb3-4fe8-b9a5-48fd50a15a9a}" />
</application>
</compatibility>
<application xmlns="urn:schemas-microsoft-com:asm.v3">
<windowsSettings>
<dpiAware xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">true/pm</dpiAware>
<dpiAwareness xmlns="http://schemas.microsoft.com/SMI/2016/WindowsSettings">permonitorv2,permonitor</dpiAwareness>
</windowsSettings>
</application>
</assembly>

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net8.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>disable</Nullable>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Raylib-cs" Version="7.0.1" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\DotTiled\DotTiled.csproj" />
</ItemGroup>
<ItemGroup>
<Content Include="assets\**\*.*" CopyToOutputDirectory="PreserveNewest" />
</ItemGroup>
</Project>

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using System.Numerics;
using DotTiled.Serialization;
using Raylib_cs;
using RayColor = Raylib_cs.Color;
namespace DotTiled.Example
{
public class Program
{
public static void Main(string[] _)
{
// Initialize the Raylib window
Raylib.InitWindow(1280, 720, "DotTiled Example with Raylib");
Raylib.SetConfigFlags(ConfigFlags.VSyncHint);
// Load the Tiled map
var loader = Loader.Default();
var map = loader.LoadMap("assets/world.tmx");
// Load tileset textures
var tilesetTextures = LoadTilesetTextures(map);
// Extract layers from the map
var visualLayers = map.Layers.OfType<Group>().Single(l => l.Name == "Visuals").Layers.OfType<TileLayer>();
var collisionLayer = map.Layers.OfType<ObjectLayer>().Single(l => l.Name == "Collisions");
var pointsOfInterest = (ObjectLayer)map.Layers.Single(layer => layer.Name == "PointsOfInterest");
// Get the player's spawn point
var playerSpawnPoint = pointsOfInterest.Objects.Single(obj => obj.Name == "PlayerSpawn");
var playerPosition = new Vector2(playerSpawnPoint.X, playerSpawnPoint.Y);
// Set up the camera
var camera = new Camera2D
{
Target = playerPosition,
Offset = new Vector2(Raylib.GetScreenWidth() / 2, Raylib.GetScreenHeight() / 2),
Rotation = 0.0f,
Zoom = 1.0f
};
// Main game loop
while (!Raylib.WindowShouldClose())
{
// Update game logic
Update(ref playerPosition, collisionLayer, ref camera);
// Render the game
Render(map, visualLayers, tilesetTextures, playerPosition, camera);
}
// Clean up resources
Raylib.CloseWindow();
}
/// <summary>
/// Loads tileset textures from the map.
/// </summary>
private static Dictionary<string, Texture2D> LoadTilesetTextures(Map map)
{
return map.Tilesets.ToDictionary(
tileset => tileset.Image.Value.Source.Value,
tileset => Raylib.LoadTexture(Path.Combine("assets", tileset.Image.Value.Source.Value))
);
}
/// <summary>
/// Updates the player's position and camera.
/// </summary>
private static void Update(ref Vector2 playerPosition, ObjectLayer collisionLayer, ref Camera2D camera)
{
// Define the player's rectangle
var playerRect = new Rectangle(playerPosition.X, playerPosition.Y, 12, 12);
// Handle player movement
var move = HandlePlayerInput();
// Check for collisions
foreach (var obj in collisionLayer.Objects.OfType<RectangleObject>())
{
var objRect = new Rectangle(obj.X, obj.Y, obj.Width, obj.Height);
// Horizontal collision
var movePlayerHRect = new Rectangle(playerRect.X + move.X, playerRect.Y, playerRect.Width, playerRect.Height);
if (Raylib.CheckCollisionRecs(movePlayerHRect, objRect))
{
move.X = 0;
}
// Vertical collision
var movePlayerVRect = new Rectangle(playerRect.X, playerRect.Y + move.Y, playerRect.Width, playerRect.Height);
if (Raylib.CheckCollisionRecs(movePlayerVRect, objRect))
{
move.Y = 0;
}
}
// Update player position
playerPosition += move;
// Smoothly update the camera target
var newCameraTarget = new Vector2(playerPosition.X, playerPosition.Y);
camera.Target += (newCameraTarget - camera.Target) * 15f * Raylib.GetFrameTime();
}
/// <summary>
/// Handles player input for movement.
/// </summary>
private static Vector2 HandlePlayerInput()
{
var move = Vector2.Zero;
var playerSpeed = 150 * Raylib.GetFrameTime();
if (Raylib.IsKeyDown(KeyboardKey.W)) move.Y -= playerSpeed;
if (Raylib.IsKeyDown(KeyboardKey.S)) move.Y += playerSpeed;
if (Raylib.IsKeyDown(KeyboardKey.A)) move.X -= playerSpeed;
if (Raylib.IsKeyDown(KeyboardKey.D)) move.X += playerSpeed;
return move;
}
/// <summary>
/// Renders the game, including layers and the player.
/// </summary>
private static void Render(Map map, IEnumerable<TileLayer> visualLayers, Dictionary<string, Texture2D> tilesetTextures, Vector2 playerPosition, Camera2D camera)
{
Raylib.BeginDrawing();
Raylib.ClearBackground(RayColor.Blank);
Raylib.BeginMode2D(camera);
// Render layers below the player
RenderLayers(map, visualLayers, tilesetTextures, ["Ground", "Ponds", "Paths", "HouseWalls", "HouseDoors", "FencesBushes"]);
// Draw the player
var playerVisualRect = new Rectangle(playerPosition.X, playerPosition.Y - 12, 12, 24);
Raylib.DrawRectangleRec(playerVisualRect, RayColor.Blue);
// Render layers above the player
RenderLayers(map, visualLayers, tilesetTextures, ["HouseRoofs"]);
Raylib.EndMode2D();
Raylib.EndDrawing();
}
/// <summary>
/// Renders specific layers from the map.
/// </summary>
private static void RenderLayers(Map map, IEnumerable<TileLayer> visualLayers, Dictionary<string, Texture2D> tilesetTextures, string[] layerNames)
{
foreach (var layerName in layerNames)
{
var layer = visualLayers.OfType<TileLayer>().Single(l => l.Name == layerName);
RenderLayer(map, layer, tilesetTextures);
}
}
/// <summary>
/// Renders a single layer from the map.
/// </summary>
private static void RenderLayer(Map map, TileLayer layer, Dictionary<string, Texture2D> tilesetTextures)
{
for (var y = 0; y < layer.Height; y++)
{
for (var x = 0; x < layer.Width; x++)
{
var tileGID = layer.GetGlobalTileIDAtCoord(x, y);
if (tileGID == 0) continue;
var tileset = map.ResolveTilesetForGlobalTileID(tileGID, out var localTileID);
var sourceRect = tileset.GetSourceRectangleForLocalTileID(localTileID);
// Source rec is shrunk by tiny amount to avoid ugly seams between tiles
// when the camera is at certain subpixel positions
var raylibSourceRect = ShrinkRectangle(new Rectangle(sourceRect.X, sourceRect.Y, sourceRect.Width, sourceRect.Height), 0.01f);
var destinationRect = new Rectangle(x * tileset.TileWidth, y * tileset.TileHeight, tileset.TileWidth, tileset.TileHeight);
Raylib.DrawTexturePro(
tilesetTextures[tileset.Image.Value.Source.Value],
raylibSourceRect,
destinationRect,
Vector2.Zero,
0,
RayColor.White
);
}
}
}
/// <summary>
/// Shrinks a rectangle by a specified amount.
/// </summary>
private static Rectangle ShrinkRectangle(Rectangle rect, float amount)
{
return new Rectangle(
rect.X + amount,
rect.Y + amount,
rect.Width - (2 * amount),
rect.Height - (2 * amount)
);
}
}
}

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# DotTiled Example with Raylib
This project demonstrates how to use the [DotTiled](https://github.com/dot-tiled/dot-tiled) library to load and render Tiled maps in a game using [Raylib](https://www.raylib.com/). It is designed to be beginner-friendly and serves as a starting point for anyone looking to integrate Tiled maps into their games.
<p>
<img align="right" src="media/raylib_screenshot.png" alt="Screenshot of map rendered using Raylib" hspace="2%" width="40%"/>
<img src="media/tiled_screenshot.png" alt="Screenshot of map in Tiled" hspace="2%" width="40%"/>
</p>
### How It Works
This example project loads a Tiled map (`world.tmx`), renders its layers, and allows basic player movement with collision detection. The project is structured to prioritize readability and ease of understanding.
#### Key Features:
1. **Loading Tiled Maps**: Uses DotTiled to parse `.tmx` files and extract map data.
2. **Rendering Layers**: Renders specific layers (e.g., ground, objects, roofs) using Raylib.
3. **Player Movement**: Handles player input and updates the player's position.
4. **Collision Detection**: Prevents the player from moving through objects defined in the collision layer.
5. **Camera Tracking**: Smoothly follows the player as they move.
### Map Structure
The Tiled map (`world.tmx`) is structured into different types of layers to organize the game world:
1. **Tile Layers (Visuals)**:
- These layers define the visual elements of the map, such as the ground, paths, ponds, walls, and roofs.
- Each layer is rendered in a specific order to ensure that the player appears between certain layers (e.g., under roofs but above the ground).
2. **Object Layers (Collisions)**:
- These layers define areas where the player cannot move, such as walls or obstacles.
- Each object in the layer is represented as a rectangle, and collision detection is performed against these objects.
3. **Object Layer (Player Spawn)**:
- This layer contains a single point object that defines the player's starting position.
- The object is named `PlayerSpawn` and is used to initialize the player's position in the game.
This is just one way to structure a map for use with DotTiled. As you become more comfortable with Tiled and DotTiled, you can experiment with different layer types and configurations to suit your game's needs.
### Project Structure
Main Components:
- `Main` **Method**: Initializes the game window, loads the map, and runs the main game loop.
- `Update` **Method**: Handles player movement, collision detection, and camera updates.
- `Render` **Method**: Draws the map layers and the player.
### Code Walkthrough
1. **Loading the Map**
The map is loaded using DotTiled's `Loader` class. The `world.tmx` file is located in the [assets](assets/) folder.
```csharp
var loader = Loader.Default();
var map = loader.LoadMap("assets/world.tmx");
```
2. **Rendering Layers**
The `RenderLayers` method renders specific layers from the map. For example, the ground and paths are rendered below the player, while roofs are rendered above.
```csharp
RenderLayers(map, visualLayers, tilesetTextures, new[] { "Ground", "Ponds", "Paths" });
```
3. **Player Movement**
Player movement is handled in the `HandlePlayerInput` method. The `W`, `A`, `S`, and `D` keys are used to move the player.
4. **Collision Detection**
The `Update` method checks for collisions between the player and objects in the collision layer. If a collision is detected, the player's movement is stopped.
```csharp
if (Raylib.CheckCollisionRecs(movePlayerHRect, objRect)) move.X = 0;
if (Raylib.CheckCollisionRecs(movePlayerVRect, objRect)) move.Y = 0;
```
5. **Camera Tracking**
The camera smoothly follows the player using linear interpolation.
```csharp
camera.Target += (newCameraTarget - camera.Target) * 15f * Raylib.GetFrameTime();
```
### Replacing Raylib with another library or framework
If you want to replace Raylib with another library or framework, you will need to modify the rendering and input handling code. The core logic for loading and parsing the Tiled map using DotTiled will remain the same.
1. **Window initialization**:
Replace the Raylib window initialization with the equivalent code for your chosen library or framework.
2. **Rendering**:
Modify the rendering code to use the graphics API of your chosen library. This includes loading textures, drawing sprites, and handling camera transformations.
For example, replace this tile rendering draw call with the equivalent in your library:
```csharp
Raylib.DrawTexturePro(
tilesetTextures[tileset.Image.Value.Source.Value],
raylibSourceRect,
destinationRect,
Vector2.Zero,
0,
RayColor.White
);
```
3. **Input handling**:
Replace the Raylib input handling code with the equivalent code for your chosen library. This includes checking for key presses or similar.
### Running the Example
1. Clone this repository
2. Navigate to the `DotTiled.Example.Raylib` directory.
3. Run the project using your preferred IDE or command line tool.
- `dotnet run` (if using .NET CLI)
- Open the project in your IDE of choice and run it from there.

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###############################################################################
Roguelike pack
by Kenney Vleugels for Kenney (www.kenney.nl)
with help by Lynn Evers (Twitter: @EversLynn)
------------------------------
License (Creative Commons Zero, CC0)
http://creativecommons.org/publicdomain/zero/1.0/
You may use these graphics in personal and commercial projects.
Credit (Kenney or www.kenney.nl) would be nice but is not mandatory.
------------------------------
Donate: http://donate.kenney.nl/
Request: http://request.kenney.nl/
###############################################################################

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<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.10" tiledversion="1.11.2" name="roguelikeSheet_transparent" tilewidth="16" tileheight="16" spacing="1" tilecount="1767" columns="57">
<image source="kenney_roguelike-rpg-pack/roguelikeSheet_transparent.png" width="968" height="526"/>
<wangsets>
<wangset name="Stuff" type="mixed" tile="-1">
<wangcolor name="Brown path" color="#ff0000" tile="692" probability="1"/>
<wangcolor name="Water" color="#00ff00" tile="-1" probability="1"/>
<wangtile tileid="2" wangid="0,0,2,2,2,0,0,0"/>
<wangtile tileid="3" wangid="0,0,2,2,2,2,2,0"/>
<wangtile tileid="4" wangid="0,0,0,0,2,2,2,0"/>
<wangtile tileid="57" wangid="2,2,2,0,2,2,2,2"/>
<wangtile tileid="58" wangid="2,2,2,2,2,0,2,2"/>
<wangtile tileid="59" wangid="2,2,2,2,2,0,0,0"/>
<wangtile tileid="60" wangid="2,2,2,2,2,2,2,2"/>
<wangtile tileid="61" wangid="2,0,0,0,2,2,2,2"/>
<wangtile tileid="114" wangid="2,0,2,2,2,2,2,2"/>
<wangtile tileid="115" wangid="2,2,2,2,2,2,2,0"/>
<wangtile tileid="116" wangid="2,2,2,0,0,0,0,0"/>
<wangtile tileid="117" wangid="2,2,2,0,0,0,2,2"/>
<wangtile tileid="118" wangid="2,0,0,0,0,0,2,2"/>
<wangtile tileid="404" wangid="0,0,1,0,1,0,1,0"/>
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View file

@ -0,0 +1,132 @@
namespace DotTiled.Tests.UnitTests;
public class MapTests
{
[Fact]
public void ResolveTilesetForGlobalTileID_NoTilesets_ThrowsException()
{
// Arrange
var map = new Map
{
Version = "version",
Orientation = MapOrientation.Orthogonal,
Width = 10,
Height = 10,
TileWidth = 16,
TileHeight = 16,
NextLayerID = 1,
NextObjectID = 1
};
// Act & Assert
Assert.Throws<ArgumentException>(() => map.ResolveTilesetForGlobalTileID(1, out var _));
}
[Fact]
public void ResolveTilesetForGlobalTileID_GlobalTileIDOutOfRange_ThrowsException()
{
// Arrange
var map = new Map
{
Version = "version",
Orientation = MapOrientation.Orthogonal,
Width = 10,
Height = 10,
TileWidth = 16,
TileHeight = 16,
NextLayerID = 1,
NextObjectID = 1,
Tilesets = [
new Tileset
{
FirstGID = 1,
Name = "Tileset1",
TileWidth = 16,
TileHeight = 16,
TileCount = 5,
Columns = 5
}
]
};
// Act & Assert
Assert.Throws<ArgumentException>(() => map.ResolveTilesetForGlobalTileID(6, out var _));
}
[Fact]
public void ResolveTilesetForGlobalTileID_GlobalTileIDInRangeOfOnlyTileset_ReturnsTileset()
{
// Arrange
var tileset = new Tileset
{
FirstGID = 1,
Name = "Tileset1",
TileWidth = 16,
TileHeight = 16,
TileCount = 5,
Columns = 5
};
var map = new Map
{
Version = "version",
Orientation = MapOrientation.Orthogonal,
Width = 10,
Height = 10,
TileWidth = 16,
TileHeight = 16,
NextLayerID = 1,
NextObjectID = 1,
Tilesets = [tileset]
};
// Act
var result = map.ResolveTilesetForGlobalTileID(3, out var localTileID);
// Assert
Assert.Equal(tileset, result);
Assert.Equal(2, (int)localTileID); // 3 - 1 = 2 (local tile ID)
}
[Fact]
public void ResolveTilesetForGlobalTileID_GlobalTileIDInRangeOfMultipleTilesets_ReturnsCorrectTileset()
{
// Arrange
var tileset1 = new Tileset
{
FirstGID = 1,
Name = "Tileset1",
TileWidth = 16,
TileHeight = 16,
TileCount = 5,
Columns = 5
};
var tileset2 = new Tileset
{
FirstGID = 6,
Name = "Tileset2",
TileWidth = 16,
TileHeight = 16,
TileCount = 5,
Columns = 5
};
var map = new Map
{
Version = "version",
Orientation = MapOrientation.Orthogonal,
Width = 10,
Height = 10,
TileWidth = 16,
TileHeight = 16,
NextLayerID = 1,
NextObjectID = 1,
Tilesets = [tileset1, tileset2]
};
// Act
var result = map.ResolveTilesetForGlobalTileID(8, out var localTileID);
// Assert
Assert.Equal(tileset2, result);
Assert.Equal(2, (int)localTileID); // 8 - 6 = 2 (local tile ID)
}
}

View file

@ -0,0 +1,114 @@
namespace DotTiled.Tests.UnitTests;
public class TilesetTests
{
[Fact]
public void GetSourceRectangleForLocalTileID_TileIDOutOfRange_ThrowsException()
{
// Arrange
var tileset = new Tileset
{
FirstGID = 0,
Name = "Tileset1",
TileWidth = 16,
TileHeight = 16,
TileCount = 5,
Columns = 5
};
// Act & Assert
Assert.Throws<ArgumentException>(() => tileset.GetSourceRectangleForLocalTileID(6));
}
[Fact]
public void GetSourceRectangleForLocalTileID_ValidTileIDIsInTilesList_ReturnsCorrectRectangle()
{
// Arrange
var tileset = new Tileset
{
FirstGID = 0,
Name = "Tileset1",
TileWidth = 16,
TileHeight = 16,
TileCount = 2,
Columns = 2,
Tiles = [
new Tile
{
ID = 0,
X = 0,
Y = 0,
Width = 16,
Height = 16,
},
new Tile
{
ID = 1,
X = 16,
Y = 0,
Width = 16,
Height = 16,
}
]
};
// Act
var rectangle = tileset.GetSourceRectangleForLocalTileID(1);
// Assert
Assert.Equal(16, rectangle.X);
Assert.Equal(0, rectangle.Y);
Assert.Equal(16, rectangle.Width);
Assert.Equal(16, rectangle.Height);
}
[Fact]
public void GetSourceRectangleForLocalTileID_ValidTileIDIsNotInTilesListNoMarginNoSpacing_ReturnsCorrectRectangle()
{
// Arrange
var tileset = new Tileset
{
FirstGID = 0,
Name = "Tileset1",
TileWidth = 16,
TileHeight = 16,
TileCount = 5,
Columns = 5,
};
// Act
var rectangle = tileset.GetSourceRectangleForLocalTileID(3);
// Assert
Assert.Equal(48, rectangle.X);
Assert.Equal(0, rectangle.Y);
Assert.Equal(16, rectangle.Width);
Assert.Equal(16, rectangle.Height);
}
[Fact]
public void GetSourceRectangleForLocalTileID_ValidTileIDIsNotInTilesListWithMarginAndSpacing_ReturnsCorrectRectangle()
{
// Arrange
var tileset = new Tileset
{
FirstGID = 0,
Name = "Tileset1",
TileWidth = 16,
TileHeight = 16,
TileCount = 5,
Columns = 5,
Margin = 3,
Spacing = 1
};
// Act
var rectangle = tileset.GetSourceRectangleForLocalTileID(3);
// Assert
Assert.Equal(54, rectangle.X);
Assert.Equal(3, rectangle.Y);
Assert.Equal(16, rectangle.Width);
Assert.Equal(16, rectangle.Height);
}
}

View file

@ -15,6 +15,12 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "DotTiled.Example.Console",
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "DotTiled.Example.Godot", "DotTiled.Examples\DotTiled.Example.Godot\DotTiled.Example.Godot.csproj", "{7541A9B3-43A5-45A7-939E-6F542319D990}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "DotTiled.Examples", "DotTiled.Examples", "{F3D6E648-AF8F-4EC9-A810-8C348DBB9924}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "DotTiled.Example.Raylib", "DotTiled.Examples\DotTiled.Example.Raylib\DotTiled.Example.Raylib.csproj", "{53585FB8-6E94-46F0-87E2-9692874E1714}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "DotTiled.Example.MonoGame", "DotTiled.Examples\DotTiled.Example.MonoGame\DotTiled.Example.MonoGame.csproj", "{F074756C-F84C-4F50-AE42-01017CD68AF7}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
@ -44,9 +50,19 @@ Global
{7541A9B3-43A5-45A7-939E-6F542319D990}.Debug|Any CPU.Build.0 = Debug|Any CPU
{7541A9B3-43A5-45A7-939E-6F542319D990}.Release|Any CPU.ActiveCfg = Debug|Any CPU
{7541A9B3-43A5-45A7-939E-6F542319D990}.Release|Any CPU.Build.0 = Debug|Any CPU
{53585FB8-6E94-46F0-87E2-9692874E1714}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{53585FB8-6E94-46F0-87E2-9692874E1714}.Debug|Any CPU.Build.0 = Debug|Any CPU
{53585FB8-6E94-46F0-87E2-9692874E1714}.Release|Any CPU.ActiveCfg = Release|Any CPU
{53585FB8-6E94-46F0-87E2-9692874E1714}.Release|Any CPU.Build.0 = Release|Any CPU
{F074756C-F84C-4F50-AE42-01017CD68AF7}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{F074756C-F84C-4F50-AE42-01017CD68AF7}.Debug|Any CPU.Build.0 = Debug|Any CPU
{F074756C-F84C-4F50-AE42-01017CD68AF7}.Release|Any CPU.ActiveCfg = Release|Any CPU
{F074756C-F84C-4F50-AE42-01017CD68AF7}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(NestedProjects) = preSolution
{F9892295-6C2C-4ABD-9D6F-2AC81D2C6E67} = {8C54542E-3C2C-486C-9BEF-4C510391AFDA}
{7541A9B3-43A5-45A7-939E-6F542319D990} = {8C54542E-3C2C-486C-9BEF-4C510391AFDA}
{53585FB8-6E94-46F0-87E2-9692874E1714} = {F3D6E648-AF8F-4EC9-A810-8C348DBB9924}
{F074756C-F84C-4F50-AE42-01017CD68AF7} = {F3D6E648-AF8F-4EC9-A810-8C348DBB9924}
EndGlobalSection
EndGlobal

View file

@ -1,3 +1,5 @@
using System;
namespace DotTiled;
/// <summary>
@ -29,4 +31,26 @@ public class TileLayer : BaseLayer
/// The tile layer data.
/// </summary>
public Optional<Data> Data { get; set; } = Optional<Data>.Empty;
/// <summary>
/// Helper method to retrieve the Global Tile ID at a given coordinate in the layer.
/// </summary>
/// <param name="x">The X coordinate in the layer</param>
/// <param name="y">The Y coordinate in the layer</param>
/// <returns>The Global Tile ID at the given coordinate.</returns>
/// <exception cref="InvalidOperationException">Thrown when either <see cref="Data"/> or <see cref="Data.GlobalTileIDs"/> are missing values.</exception>
/// <exception cref="ArgumentException">Thrown when the given coordinate is not within bounds of the layer.</exception>
public uint GetGlobalTileIDAtCoord(int x, int y)
{
if (!Data.HasValue)
throw new InvalidOperationException("Data is not set.");
if (x < 0 || x >= Width || y < 0 || y >= Height)
throw new ArgumentException("Coordinates are out of bounds.");
if (!Data.Value.GlobalTileIDs.HasValue)
throw new InvalidOperationException("GlobalTileIDs is not set.");
return Data.Value.GlobalTileIDs.Value[(y * Width) + x];
}
}

View file

@ -1,3 +1,4 @@
using System;
using System.Collections.Generic;
using System.Globalization;
@ -205,4 +206,31 @@ public class Map : HasPropertiesBase
/// Hierarchical list of layers. <see cref="Group"/> is a layer type which can contain sub-layers to create a hierarchy.
/// </summary>
public List<BaseLayer> Layers { get; set; } = [];
/// <summary>
/// Resolves which tileset a global tile ID belongs to, and returns the corresponding local tile ID.
/// </summary>
/// <param name="globalTileID">The global tile ID to resolve.</param>
/// <param name="localTileID">The local tile ID within the tileset.</param>
/// <returns>The tileset that contains the tile with the specified global tile ID.</returns>
/// <exception cref="ArgumentException">Thrown when no tileset is found for the specified global tile ID.</exception>
public Tileset ResolveTilesetForGlobalTileID(uint globalTileID, out uint localTileID)
{
for (int i = Tilesets.Count - 1; i >= 0; i--)
{
var tileset = Tilesets[i];
if (globalTileID >= tileset.FirstGID.Value
&& globalTileID < tileset.FirstGID.Value + tileset.TileCount)
{
localTileID = globalTileID - tileset.FirstGID.Value;
return tileset;
}
}
throw new ArgumentException(
$"No tileset found for global tile ID {globalTileID}.",
nameof(globalTileID)
);
}
}

View file

@ -1,4 +1,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
namespace DotTiled;
@ -90,6 +92,32 @@ public enum FillMode
PreserveAspectFit
}
/// <summary>
/// A helper class to specify where in a tileset image a tile is located.
/// </summary>
public class SourceRectangle
{
/// <summary>
/// The X coordinate of the tile in the tileset image.
/// </summary>
public int X { get; set; } = 0;
/// <summary>
/// The Y coordinate of the tile in the tileset image.
/// </summary>
public int Y { get; set; } = 0;
/// <summary>
/// The width of the tile in the tileset image.
/// </summary>
public int Width { get; set; } = 0;
/// <summary>
/// The height of the tile in the tileset image.
/// </summary>
public int Height { get; set; } = 0;
}
/// <summary>
/// A tileset is a collection of tiles that can be used in a tile layer, or by tile objects.
/// </summary>
@ -209,4 +237,42 @@ public class Tileset : HasPropertiesBase
/// If this tileset is based on a collection of images, then this list of tiles will contain the individual images that make up the tileset.
/// </summary>
public List<Tile> Tiles { get; set; } = [];
/// <summary>
/// Returns the source rectangle for a tile in this tileset given its local tile ID.
/// </summary>
/// <param name="localTileID">The local tile ID of the tile.</param>
/// <returns>A source rectangle describing the tile's position in the tileset's </returns>
/// <exception cref="ArgumentOutOfRangeException">Thrown when the local tile ID is out of range.</exception>
public SourceRectangle GetSourceRectangleForLocalTileID(uint localTileID)
{
if (localTileID >= TileCount)
throw new ArgumentException("The local tile ID is out of range.", nameof(localTileID));
var tileInTiles = Tiles.FirstOrDefault(t => t.ID == localTileID);
if (tileInTiles != null)
{
return new SourceRectangle
{
X = tileInTiles.X,
Y = tileInTiles.Y,
Width = tileInTiles.Width,
Height = tileInTiles.Height
};
}
var column = (int)(localTileID % Columns);
var row = (int)(localTileID / Columns);
var x = Margin + ((TileWidth + Spacing) * column);
var y = Margin + ((TileHeight + Spacing) * row);
return new SourceRectangle
{
X = x,
Y = y,
Width = TileWidth,
Height = TileHeight
};
}
}