using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using MLEM.Misc; using MLEM.Startup; namespace Demos { /// /// This is a demo for . /// public class AutoTilingDemo : Demo { private Texture2D texture; private string[] layout; public AutoTilingDemo(MlemGame game) : base(game) { } public 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("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 " }; } public 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 ( ). bool ConnectsTo(int xOff, int 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); } } }