mirror of
https://github.com/dcronqvist/DotTiled.git
synced 2025-05-08 23:46:04 +03:00
Add Raylib example project and helper methods for resolving tilesets and finding source rectangles of tiles
This commit is contained in:
parent
36c6f4dd12
commit
6191498618
8 changed files with 598 additions and 0 deletions
203
src/DotTiled.Examples/DotTiled.Example.Raylib/Program.cs
Normal file
203
src/DotTiled.Examples/DotTiled.Example.Raylib/Program.cs
Normal file
|
@ -0,0 +1,203 @@
|
|||
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)
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue