diff --git a/docs/docs/quickstart.md b/docs/docs/quickstart.md index c43031b..0b547c2 100644 --- a/docs/docs/quickstart.md +++ b/docs/docs/quickstart.md @@ -66,4 +66,8 @@ var map = loader.LoadMap("path/to/map.tmx"); var chest = map.GetProperty("chest").Value; var coinsToSpawn = chest.GetProperty("coins").Value; -``` \ No newline at end of file +``` + +## 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. \ No newline at end of file diff --git a/src/DotTiled.Examples/DotTiled.Example.Raylib/DotTiled.Example.Raylib.csproj b/src/DotTiled.Examples/DotTiled.Example.Raylib/DotTiled.Example.Raylib.csproj new file mode 100644 index 0000000..5e549a0 --- /dev/null +++ b/src/DotTiled.Examples/DotTiled.Example.Raylib/DotTiled.Example.Raylib.csproj @@ -0,0 +1,22 @@ + + + + Exe + net8.0 + enable + disable + + + + + + + + + + + + + + + diff --git a/src/DotTiled.Examples/DotTiled.Example.Raylib/Program.cs b/src/DotTiled.Examples/DotTiled.Example.Raylib/Program.cs new file mode 100644 index 0000000..b5b78f3 --- /dev/null +++ b/src/DotTiled.Examples/DotTiled.Example.Raylib/Program.cs @@ -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().Single(l => l.Name == "Visuals").Layers.OfType(); + var collisionLayer = map.Layers.OfType().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(); + } + + /// + /// Loads tileset textures from the map. + /// + private static Dictionary LoadTilesetTextures(Map map) + { + return map.Tilesets.ToDictionary( + tileset => tileset.Image.Value.Source.Value, + tileset => Raylib.LoadTexture(Path.Combine("assets", tileset.Image.Value.Source.Value)) + ); + } + + /// + /// Updates the player's position and camera. + /// + 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()) + { + 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(); + } + + /// + /// Handles player input for movement. + /// + 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; + } + + /// + /// Renders the game, including layers and the player. + /// + private static void Render(Map map, IEnumerable visualLayers, Dictionary 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(); + } + + /// + /// Renders specific layers from the map. + /// + private static void RenderLayers(Map map, IEnumerable visualLayers, Dictionary tilesetTextures, string[] layerNames) + { + foreach (var layerName in layerNames) + { + var layer = visualLayers.OfType().Single(l => l.Name == layerName); + RenderLayer(map, layer, tilesetTextures); + } + } + + /// + /// Renders a single layer from the map. + /// + private static void RenderLayer(Map map, TileLayer layer, Dictionary 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 + ); + } + } + } + + /// + /// Shrinks a rectangle by a specified amount. + /// + 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) + ); + } + } +} diff --git a/src/DotTiled.Examples/DotTiled.Example.Raylib/README.md b/src/DotTiled.Examples/DotTiled.Example.Raylib/README.md new file mode 100644 index 0000000..da6a98e --- /dev/null +++ b/src/DotTiled.Examples/DotTiled.Example.Raylib/README.md @@ -0,0 +1,122 @@ +# 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. + +

+ Screenshot of map rendered using Raylib + Screenshot of map in Tiled +

+ +### 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. \ No newline at end of file diff --git a/src/DotTiled.Examples/DotTiled.Example.Raylib/assets/kenney_roguelike-rpg-pack/License.txt b/src/DotTiled.Examples/DotTiled.Example.Raylib/assets/kenney_roguelike-rpg-pack/License.txt new file mode 100644 index 0000000..3b4c9db --- /dev/null +++ b/src/DotTiled.Examples/DotTiled.Example.Raylib/assets/kenney_roguelike-rpg-pack/License.txt @@ -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/ + + +############################################################################### \ No newline at end of file diff --git a/src/DotTiled.Examples/DotTiled.Example.Raylib/assets/kenney_roguelike-rpg-pack/roguelikeSheet_transparent.png b/src/DotTiled.Examples/DotTiled.Example.Raylib/assets/kenney_roguelike-rpg-pack/roguelikeSheet_transparent.png new file mode 100644 index 0000000..79b1332 Binary files /dev/null and b/src/DotTiled.Examples/DotTiled.Example.Raylib/assets/kenney_roguelike-rpg-pack/roguelikeSheet_transparent.png differ diff --git a/src/DotTiled.Examples/DotTiled.Example.Raylib/assets/world-tileset.tsx b/src/DotTiled.Examples/DotTiled.Example.Raylib/assets/world-tileset.tsx new file mode 100644 index 0000000..ee710e9 --- /dev/null +++ b/src/DotTiled.Examples/DotTiled.Example.Raylib/assets/world-tileset.tsx @@ -0,0 +1,38 @@ + + + + + + + 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a/src/DotTiled.Examples/DotTiled.Example.Raylib/media/tiled_screenshot.png b/src/DotTiled.Examples/DotTiled.Example.Raylib/media/tiled_screenshot.png new file mode 100644 index 0000000..a2e5fb8 Binary files /dev/null and b/src/DotTiled.Examples/DotTiled.Example.Raylib/media/tiled_screenshot.png differ diff --git a/src/DotTiled.Tests/UnitTests/MapTests.cs b/src/DotTiled.Tests/UnitTests/MapTests.cs new file mode 100644 index 0000000..2c3591b --- /dev/null +++ b/src/DotTiled.Tests/UnitTests/MapTests.cs @@ -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(() => 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(() => 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) + } +} diff --git a/src/DotTiled.Tests/UnitTests/Tilesets/TilesetTests.cs b/src/DotTiled.Tests/UnitTests/Tilesets/TilesetTests.cs new file mode 100644 index 0000000..4b0eb10 --- /dev/null +++ b/src/DotTiled.Tests/UnitTests/Tilesets/TilesetTests.cs @@ -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(() => 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); + } +} diff --git a/src/DotTiled.sln b/src/DotTiled.sln index 7208481..5505021 100644 --- a/src/DotTiled.sln +++ b/src/DotTiled.sln @@ -15,6 +15,10 @@ 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 Global GlobalSection(SolutionConfigurationPlatforms) = preSolution Debug|Any CPU = Debug|Any CPU @@ -44,9 +48,14 @@ 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 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} EndGlobalSection EndGlobal diff --git a/src/DotTiled/Layers/TileLayer.cs b/src/DotTiled/Layers/TileLayer.cs index 631d205..2b9e70d 100644 --- a/src/DotTiled/Layers/TileLayer.cs +++ b/src/DotTiled/Layers/TileLayer.cs @@ -1,3 +1,5 @@ +using System; + namespace DotTiled; /// @@ -29,4 +31,26 @@ public class TileLayer : BaseLayer /// The tile layer data. /// public Optional Data { get; set; } = Optional.Empty; + + /// + /// Helper method to retrieve the Global Tile ID at a given coordinate in the layer. + /// + /// The X coordinate in the layer + /// The Y coordinate in the layer + /// The Global Tile ID at the given coordinate. + /// Thrown when either or are missing values. + /// Thrown when the given coordinate is not within bounds of the layer. + 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]; + } } diff --git a/src/DotTiled/Map.cs b/src/DotTiled/Map.cs index eb3f92e..d2ebf3a 100644 --- a/src/DotTiled/Map.cs +++ b/src/DotTiled/Map.cs @@ -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. is a layer type which can contain sub-layers to create a hierarchy. /// public List Layers { get; set; } = []; + + /// + /// Resolves which tileset a global tile ID belongs to, and returns the corresponding local tile ID. + /// + /// The global tile ID to resolve. + /// The local tile ID within the tileset. + /// The tileset that contains the tile with the specified global tile ID. + /// Thrown when no tileset is found for the specified global tile ID. + 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) + ); + } } diff --git a/src/DotTiled/Tilesets/Tileset.cs b/src/DotTiled/Tilesets/Tileset.cs index 65d66f6..a00b400 100644 --- a/src/DotTiled/Tilesets/Tileset.cs +++ b/src/DotTiled/Tilesets/Tileset.cs @@ -1,4 +1,6 @@ +using System; using System.Collections.Generic; +using System.Linq; namespace DotTiled; @@ -90,6 +92,32 @@ public enum FillMode PreserveAspectFit } +/// +/// A helper class to specify where in a tileset image a tile is located. +/// +public class SourceRectangle +{ + /// + /// The X coordinate of the tile in the tileset image. + /// + public int X { get; set; } = 0; + + /// + /// The Y coordinate of the tile in the tileset image. + /// + public int Y { get; set; } = 0; + + /// + /// The width of the tile in the tileset image. + /// + public int Width { get; set; } = 0; + + /// + /// The height of the tile in the tileset image. + /// + public int Height { get; set; } = 0; +} + /// /// A tileset is a collection of tiles that can be used in a tile layer, or by tile objects. /// @@ -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. /// public List Tiles { get; set; } = []; + + /// + /// Returns the source rectangle for a tile in this tileset given its local tile ID. + /// + /// The local tile ID of the tile. + /// A source rectangle describing the tile's position in the tileset's + /// Thrown when the local tile ID is out of range. + 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 = (int)tileInTiles.X, + Y = (int)tileInTiles.Y, + Width = (int)tileInTiles.Width, + Height = (int)tileInTiles.Height + }; + } + + var column = localTileID % Columns; + var row = localTileID / Columns; + + var x = Margin + ((TileWidth + Spacing) * column); + var y = Margin + ((TileHeight + Spacing) * row); + + return new SourceRectangle + { + X = (int)x, + Y = (int)y, + Width = (int)TileWidth, + Height = (int)TileHeight + }; + } }