Add MonoGame example project

This commit is contained in:
Daniel Cronqvist 2025-04-26 01:06:00 +02:00
parent 6191498618
commit 57b903bea1
14 changed files with 935 additions and 0 deletions

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{
"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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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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#----------------------------- 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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###############################################################################
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"/>
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<wangtile tileid="691" wangid="1,0,1,0,1,0,1,0"/>
</wangset>
</wangsets>
</tileset>

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<?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"/>
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</objectgroup>
</map>

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@ -0,0 +1,36 @@
<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>

View file

@ -0,0 +1,231 @@
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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@ -0,0 +1,2 @@
using var game = new DotTiled.Example.MonoGame.Game1();
game.Run();

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@ -0,0 +1,43 @@
<?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>

View file

@ -19,6 +19,8 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "DotTiled.Examples", "DotTil
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
@ -52,10 +54,15 @@ Global
{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