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MLEM/Demos/AutoTilingDemo.cs

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Misc;
using MLEM.Startup;
namespace Demos {
/// <summary>
/// This is a demo for <see cref="AutoTiling"/>.
/// </summary>
public class AutoTilingDemo : MlemGame {
private Texture2D texture;
private string[] layout;
protected override void LoadContent() {
base.LoadContent();
// The layout of the texture is important for auto tiling to work correctly.
// It needs to be laid out as follows: Five tiles aligned horizontally within the texture file, with the following information
// 1. The texture used for filling big areas
// 2. The texture used for straight, horizontal borders, with the borders facing away from the center
// 3. The texture used for outer corners, with the corners facing away from the center
// 4. The texture used for straight, vertical borders, with the borders facing away from the center
// 5. The texture used for inner corners, with the corners facing away from the center
// Note that the AutoTiling.png texture contains an example of this layout
this.texture = LoadContent<Texture2D>("Textures/AutoTiling");
// in this example, a simple string array is used for layout purposes. As the AutoTiling method allows any kind of
// comparison, the actual implementation can vary (for instance, based on a more in-depth tile map)
this.layout = new[] {
"XXX X",
"XXXXX",
"XX ",
"XXXX ",
" X "
};
}
protected override void DoDraw(GameTime gameTime) {
this.GraphicsDevice.Clear(Color.Black);
// the texture region supplied to the AutoTiling method should only encompass the first filler tile's location and size
const int tileSize = 8;
var region = new Rectangle(0, 0, tileSize, tileSize);
// drawing the auto tiles
this.SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, transformMatrix: Matrix.CreateScale(10));
for (var x = 0; x < 5; x++) {
for (var y = 0; y < 5; y++) {
// don't draw non-grass tiles ( )
if (this.layout[y][x] != 'X')
continue;
var x1 = x;
var y1 = y;
// the connectsTo function determines for any given tile if it should connect to, that is, auto-tile with the
// neighbor in the supplied offset direction. In this example, the layout determines where grass tiles are (X)
// and where there are none ( ).
AutoTiling.ConnectsTo connectsTo = (xOff, yOff) => {
// don't auto-tile out of bounds
if (x1 + xOff < 0 || y1 + yOff < 0 || x1 + xOff >= 5 || y1 + yOff >= 5)
return false;
// check if the neighboring tile is also grass (X)
return this.layout[y1 + yOff][x1 + xOff] == 'X';
};
AutoTiling.DrawAutoTile(this.SpriteBatch, new Vector2(x, y) * tileSize, this.texture, region, connectsTo, Color.White);
}
}
this.SpriteBatch.End();
base.DoDraw(gameTime);
}
}
}