Created
October 19, 2016 19:46
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debugging
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using Microsoft.Xna.Framework; | |
using Microsoft.Xna.Framework.Graphics; | |
using System; | |
using System.Diagnostics; | |
using System.IO; | |
using TiledSharp; | |
namespace Game1 | |
{ | |
/// <summary> | |
/// This is the main type for your game. | |
/// </summary> | |
public class Game1 : Game | |
{ | |
GraphicsDeviceManager graphics; | |
SpriteBatch spriteBatch; | |
//TmxMap map; | |
//Texture2D tileset; | |
int tileWidth; | |
int tileHeight; | |
int tilesetTilesWide; | |
int tilesetTilesHigh; | |
int tilesWidth = 28; | |
int tilesHeight = 18; | |
int tilesOffsetX = 0; | |
int tilesOffsetY = 0; | |
bool movingDown = false; | |
bool movingUp = false; | |
bool movingLeft = false; | |
bool movingRight = false; | |
static int SCALE = 3; | |
string mapPath; | |
bool loadingMap = false; | |
public Game1() | |
{ | |
graphics = new GraphicsDeviceManager(this); | |
Content.RootDirectory = "Content"; | |
graphics.PreferredBackBufferWidth = tilesWidth * 16 * SCALE; // set this value to the desired width of your window | |
graphics.PreferredBackBufferHeight = tilesHeight * 16 * SCALE; // set this value to the desired height of your window | |
graphics.ApplyChanges(); | |
} | |
/// <summary> | |
/// Allows the game to perform any initialization it needs to before starting to run. | |
/// This is where it can query for any required services and load any non-graphic | |
/// related content. Calling base.Initialize will enumerate through any components | |
/// and initialize them as well. | |
/// </summary> | |
protected override void Initialize() | |
{ | |
// TODO: Add your initialization logic here | |
base.Initialize(); | |
} | |
public static string GetAssetPath(string mapFilename) | |
{ | |
//var assembly = Assembly.GetAssembly(typeof(TiledSharpTest)); | |
var rootPath = "C:\\Users\\joslan\\Documents\\Visual Studio 2015\\Projects\\TiledSharp\\assets"; | |
var mapPath = Path.Combine(rootPath.ToString(), mapFilename); | |
return mapPath; | |
} | |
/// <summary> | |
/// LoadContent will be called once per game and is the place to load | |
/// all of your content. | |
/// </summary> | |
protected override void LoadContent() | |
{ | |
// Create a new SpriteBatch, which can be used to draw textures. | |
spriteBatch = new SpriteBatch(GraphicsDevice); | |
// TODO: use this.Content to load your game content here | |
try | |
{ | |
mapPath = GetAssetPath("minimal.tmx"); | |
//TmxMap map = new TmxMap(mapPath); | |
//TmxMap map = new TmxMap("Content\\minimal.tmx"); | |
//map = new TmxMap(""); | |
} | |
catch (Exception e) | |
{ | |
Debug.WriteLine(e.Message); | |
} | |
//tileset = Content.Load<Texture2D>(map.Tilesets[0].Name.ToString()); | |
//tileWidth = map.Tilesets[0].TileWidth; | |
//tileHeight = map.Tilesets[0].TileHeight; | |
//tilesetTilesWide = tileset.Width / tileWidth; | |
//tilesetTilesHigh = tileset.Height / tileHeight; | |
} | |
/// <summary> | |
/// UnloadContent will be called once per game and is the place to unload | |
/// game-specific content. | |
/// </summary> | |
protected override void UnloadContent() | |
{ | |
// TODO: Unload any non ContentManager content here | |
} | |
/// <summary> | |
/// Allows the game to run logic such as updating the world, | |
/// checking for collisions, gathering input, and playing audio. | |
/// </summary> | |
/// <param name="gameTime">Provides a snapshot of timing values.</param> | |
protected override void Update(GameTime gameTime) | |
{ | |
// TODO: Add your update logic here | |
if (!loadingMap) | |
{ | |
//TmxMap map = new TmxMap(mapPath); | |
TmxLayer layer = new TmxLayer(null, 0, 0); | |
loadingMap = true; | |
} | |
base.Update(gameTime); | |
} | |
/// <summary> | |
/// This is called when the game should draw itself. | |
/// </summary> | |
/// <param name="gameTime">Provides a snapshot of timing values.</param> | |
protected override void Draw(GameTime gameTime) | |
{ | |
GraphicsDevice.Clear(Color.CornflowerBlue); | |
// TODO: Add your drawing code here | |
base.Draw(gameTime); | |
} | |
} | |
} |
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