diff --git a/Demos/AutoTilingDemo.cs b/Demos/AutoTilingDemo.cs
index 6ab657b..59d8a71 100644
--- a/Demos/AutoTilingDemo.cs
+++ b/Demos/AutoTilingDemo.cs
@@ -61,7 +61,7 @@ namespace Demos {
AutoTiling.DrawAutoTile(this.SpriteBatch, new Vector2(x + 1, y + 1) * TileSize, this.texture, new Rectangle(0, 0, TileSize, TileSize), ConnectsTo, Color.White);
// when drawing extended auto-tiles, the same rules apply, but the source texture layout is different
- AutoTiling.DrawExtendedAutoTile(this.SpriteBatch, new Vector2(x + 8, y + 1) * TileSize, this.texture, new Rectangle(0, TileSize * 2, TileSize, TileSize), ConnectsTo, Color.White);
+ AutoTiling.DrawExtendedAutoTile(this.SpriteBatch, new Vector2(x + 8, y + 1) * TileSize, this.texture, new Rectangle(0, TileSize * 2, TileSize, TileSize), ConnectsTo, Color.White, Color.White);
}
}
this.SpriteBatch.End();
diff --git a/MLEM/Graphics/AutoTiling.cs b/MLEM/Graphics/AutoTiling.cs
index 16928ff..eb1411c 100644
--- a/MLEM/Graphics/AutoTiling.cs
+++ b/MLEM/Graphics/AutoTiling.cs
@@ -72,39 +72,40 @@ namespace MLEM.Graphics {
/// The texture to use for drawing.
/// The location of the first texture region, as described in the summary.
/// A function that determines whether two positions should connect.
- /// The color to draw with.
+ /// The color to draw the texture used for filling big areas with.
+ /// The color to draw border and corner textures with.
/// The origin to draw from.
/// The scale to draw with.
/// The layer depth to draw with.
- public static void DrawExtendedAutoTile(SpriteBatch batch, Vector2 pos, Texture2D texture, Rectangle textureRegion, ConnectsTo connectsTo, Color color, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0) {
+ public static void DrawExtendedAutoTile(SpriteBatch batch, Vector2 pos, Texture2D texture, Rectangle textureRegion, ConnectsTo connectsTo, Color backgroundColor, Color overlayColor, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0) {
var orig = origin ?? Vector2.Zero;
var sc = scale ?? Vector2.One;
var (p1, r1, p2, r2, p3, r3, p4, r4) = CalculateExtendedAutoTile(pos, textureRegion, connectsTo, sc);
- batch.Draw(texture, pos, textureRegion, color, 0, orig, sc, SpriteEffects.None, layerDepth);
+ batch.Draw(texture, pos, textureRegion, backgroundColor, 0, orig, sc, SpriteEffects.None, layerDepth);
if (r1 != Rectangle.Empty)
- batch.Draw(texture, p1, r1, color, 0, orig, sc, SpriteEffects.None, layerDepth);
+ batch.Draw(texture, p1, r1, overlayColor, 0, orig, sc, SpriteEffects.None, layerDepth);
if (r2 != Rectangle.Empty)
- batch.Draw(texture, p2, r2, color, 0, orig, sc, SpriteEffects.None, layerDepth);
+ batch.Draw(texture, p2, r2, overlayColor, 0, orig, sc, SpriteEffects.None, layerDepth);
if (r3 != Rectangle.Empty)
- batch.Draw(texture, p3, r3, color, 0, orig, sc, SpriteEffects.None, layerDepth);
+ batch.Draw(texture, p3, r3, overlayColor, 0, orig, sc, SpriteEffects.None, layerDepth);
if (r4 != Rectangle.Empty)
- batch.Draw(texture, p4, r4, color, 0, orig, sc, SpriteEffects.None, layerDepth);
+ batch.Draw(texture, p4, r4, overlayColor, 0, orig, sc, SpriteEffects.None, layerDepth);
}
///
- public static void AddExtendedAutoTile(StaticSpriteBatch batch, Vector2 pos, Texture2D texture, Rectangle textureRegion, ConnectsTo connectsTo, Color color, float rotation = 0, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0) {
+ public static void AddExtendedAutoTile(StaticSpriteBatch batch, Vector2 pos, Texture2D texture, Rectangle textureRegion, ConnectsTo connectsTo, Color backgroundColor, Color overlayColor, float rotation = 0, Vector2? origin = null, Vector2? scale = null, float layerDepth = 0) {
var orig = origin ?? Vector2.Zero;
var sc = scale ?? Vector2.One;
var (p1, r1, p2, r2, p3, r3, p4, r4) = CalculateExtendedAutoTile(pos, textureRegion, connectsTo, sc);
- batch.Add(texture, pos, textureRegion, color, 0, orig, sc, SpriteEffects.None, layerDepth);
+ batch.Add(texture, pos, textureRegion, backgroundColor, 0, orig, sc, SpriteEffects.None, layerDepth);
if (r1 != Rectangle.Empty)
- batch.Add(texture, p1, r1, color, 0, orig, sc, SpriteEffects.None, layerDepth);
+ batch.Add(texture, p1, r1, overlayColor, 0, orig, sc, SpriteEffects.None, layerDepth);
if (r2 != Rectangle.Empty)
- batch.Add(texture, p2, r2, color, 0, orig, sc, SpriteEffects.None, layerDepth);
+ batch.Add(texture, p2, r2, overlayColor, 0, orig, sc, SpriteEffects.None, layerDepth);
if (r3 != Rectangle.Empty)
- batch.Add(texture, p3, r3, color, 0, orig, sc, SpriteEffects.None, layerDepth);
+ batch.Add(texture, p3, r3, overlayColor, 0, orig, sc, SpriteEffects.None, layerDepth);
if (r4 != Rectangle.Empty)
- batch.Add(texture, p4, r4, color, 0, orig, sc, SpriteEffects.None, layerDepth);
+ batch.Add(texture, p4, r4, overlayColor, 0, orig, sc, SpriteEffects.None, layerDepth);
}
private static (Vector2, Rectangle, Vector2, Rectangle, Vector2, Rectangle, Vector2, Rectangle) CalculateAutoTile(Vector2 pos, Rectangle textureRegion, ConnectsTo connectsTo, Vector2 scale) {