├── .gitignore
├── LICENSE
├── README.md
├── TiledSharp MonoGame Example.sln
└── TiledSharp MonoGame Example
├── Content
├── Content.mgcb
├── exampleMap.tmx
└── exampleTileset.png
├── Game1.cs
├── Icon.ico
├── Program.cs
├── Properties
└── AssemblyInfo.cs
└── TiledSharp MonoGame Example.csproj
/.gitignore:
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1 | ## Ignore Visual Studio temporary files, build results, and
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5 | *.suo
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18 | x64/
19 | x86/
20 | build/
21 | bld/
22 | [Bb]in/
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24 |
25 | # Visual Studo 2015 cache/options directory
26 | .vs/
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29 | [Tt]est[Rr]esult*/
30 | [Bb]uild[Ll]og.*
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33 | *.VisualState.xml
34 | TestResult.xml
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36 | # Build Results of an ATL Project
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144 | #!**/packages/repositories.config
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146 | # Windows Azure Build Output
147 | csx/
148 | *.build.csdef
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152 |
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154 | *.[Cc]ache
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156 | [Ss]tyle[Cc]op.*
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197 |
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/LICENSE:
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1 | The MIT License (MIT)
2 |
3 | Copyright (c) 2015 Temeez
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
23 |
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/README.md:
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1 | Check the [Newer example that works with MonoGame 3.8](https://github.com/Temeez/TiledCS-MonoGame-Example).
2 |
3 | # [TiledSharp](https://github.com/marshallward/TiledSharp) [MonoGame](https://github.com/mono/MonoGame) Example
4 |
5 | This example shows how simple it is to draw a (TMX) map made with [Tiled](http://www.mapeditor.org/) in MonoGame project.
6 |
7 | ## Note:
8 | Remember to add TileSharp to your projects **References**!
9 |
10 | The (TMX) map file is **not** supposed to be build with content pipeline. Just add it to the project and set **Copy if newer** from the files properties.
11 |
12 |
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/TiledSharp MonoGame Example.sln:
--------------------------------------------------------------------------------
1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 2013
4 | VisualStudioVersion = 12.0.31101.0
5 | MinimumVisualStudioVersion = 10.0.40219.1
6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "TiledSharp MonoGame Example", "TiledSharp MonoGame Example\TiledSharp MonoGame Example.csproj", "{B8D94813-4912-40DB-8C02-0C042E591FA5}"
7 | EndProject
8 | Global
9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
10 | Debug|x86 = Debug|x86
11 | Release|x86 = Release|x86
12 | EndGlobalSection
13 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
14 | {B8D94813-4912-40DB-8C02-0C042E591FA5}.Debug|x86.ActiveCfg = Debug|x86
15 | {B8D94813-4912-40DB-8C02-0C042E591FA5}.Debug|x86.Build.0 = Debug|x86
16 | {B8D94813-4912-40DB-8C02-0C042E591FA5}.Release|x86.ActiveCfg = Release|x86
17 | {B8D94813-4912-40DB-8C02-0C042E591FA5}.Release|x86.Build.0 = Release|x86
18 | EndGlobalSection
19 | GlobalSection(SolutionProperties) = preSolution
20 | HideSolutionNode = FALSE
21 | EndGlobalSection
22 | EndGlobal
23 |
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/TiledSharp MonoGame Example/Content/Content.mgcb:
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1 |
2 | #----------------------------- Global Properties ----------------------------#
3 |
4 | /outputDir:bin/WindowsGL
5 | /intermediateDir:obj/WindowsGL
6 | /platform:WindowsGL
7 | /config:
8 | /profile:Reach
9 | /compress:False
10 |
11 | #-------------------------------- References --------------------------------#
12 |
13 |
14 | #---------------------------------- Content ---------------------------------#
15 |
16 | #begin exampleTileset.png
17 | /importer:TextureImporter
18 | /processor:TextureProcessor
19 | /processorParam:ColorKeyColor=255,0,255,255
20 | /processorParam:ColorKeyEnabled=True
21 | /processorParam:GenerateMipmaps=False
22 | /processorParam:PremultiplyAlpha=True
23 | /processorParam:ResizeToPowerOfTwo=False
24 | /processorParam:TextureFormat=Color
25 | /build:exampleTileset.png
26 |
27 |
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/TiledSharp MonoGame Example/Content/exampleMap.tmx:
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1 |
2 |
12 |
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/TiledSharp MonoGame Example/Content/exampleTileset.png:
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https://raw.githubusercontent.com/NaakkaDev/TiledSharp-MonoGame-Example/2f0c6843cb33a2ebee68adf44c5eb7fc123f2415/TiledSharp MonoGame Example/Content/exampleTileset.png
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/TiledSharp MonoGame Example/Game1.cs:
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1 | using Microsoft.Xna.Framework;
2 | using Microsoft.Xna.Framework.Graphics;
3 | using Microsoft.Xna.Framework.Input;
4 | using System;
5 | using TiledSharp;
6 |
7 | namespace TiledSharp_MonoGame_Example
8 | {
9 | ///
10 | /// This is the main type for your game.
11 | ///
12 | public class Game1 : Game
13 | {
14 | GraphicsDeviceManager graphics;
15 | SpriteBatch spriteBatch;
16 |
17 | TmxMap map;
18 | Texture2D tileset;
19 |
20 | int tileWidth;
21 | int tileHeight;
22 | int tilesetTilesWide;
23 | int tilesetTilesHigh;
24 |
25 | public Game1()
26 | {
27 | graphics = new GraphicsDeviceManager(this);
28 | Content.RootDirectory = "Content";
29 | }
30 |
31 | ///
32 | /// Allows the game to perform any initialization it needs to before starting to run.
33 | /// This is where it can query for any required services and load any non-graphic
34 | /// related content. Calling base.Initialize will enumerate through any components
35 | /// and initialize them as well.
36 | ///
37 | protected override void Initialize()
38 | {
39 | // TODO: Add your initialization logic here
40 |
41 | base.Initialize();
42 | }
43 |
44 | ///
45 | /// LoadContent will be called once per game and is the place to load
46 | /// all of your content.
47 | ///
48 | protected override void LoadContent()
49 | {
50 | // Create a new SpriteBatch, which can be used to draw textures.
51 | spriteBatch = new SpriteBatch(GraphicsDevice);
52 |
53 | map = new TmxMap("Content/exampleMap.tmx");
54 | tileset = Content.Load(map.Tilesets[0].Name.ToString());
55 |
56 | tileWidth = map.Tilesets[0].TileWidth;
57 | tileHeight = map.Tilesets[0].TileHeight;
58 |
59 | tilesetTilesWide = tileset.Width / tileWidth;
60 | tilesetTilesHigh = tileset.Height / tileHeight;
61 | }
62 |
63 | ///
64 | /// UnloadContent will be called once per game and is the place to unload
65 | /// game-specific content.
66 | ///
67 | protected override void UnloadContent()
68 | {
69 | // TODO: Unload any non ContentManager content here
70 | }
71 |
72 | ///
73 | /// Allows the game to run logic such as updating the world,
74 | /// checking for collisions, gathering input, and playing audio.
75 | ///
76 | /// Provides a snapshot of timing values.
77 | protected override void Update(GameTime gameTime)
78 | {
79 | if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
80 | Exit();
81 |
82 | base.Update(gameTime);
83 | }
84 |
85 | ///
86 | /// This is called when the game should draw itself.
87 | ///
88 | /// Provides a snapshot of timing values.
89 | protected override void Draw(GameTime gameTime)
90 | {
91 | GraphicsDevice.Clear(Color.CornflowerBlue);
92 |
93 | spriteBatch.Begin();
94 |
95 | for (var i = 0; i < map.Layers[0].Tiles.Count; i++) {
96 | int gid = map.Layers[0].Tiles[i].Gid;
97 |
98 | // Empty tile, do nothing
99 | if (gid == 0) {
100 |
101 | }
102 | else {
103 | int tileFrame = gid - 1;
104 | int column = tileFrame % tilesetTilesWide;
105 | int row = (int)Math.Floor((double)tileFrame / (double)tilesetTilesWide);
106 |
107 | float x = (i % map.Width) * map.TileWidth;
108 | float y = (float)Math.Floor(i / (double)map.Width) * map.TileHeight;
109 |
110 | Rectangle tilesetRec = new Rectangle(tileWidth * column, tileHeight * row, tileWidth, tileHeight);
111 |
112 | spriteBatch.Draw(tileset, new Rectangle((int)x, (int)y, tileWidth, tileHeight), tilesetRec, Color.White);
113 | }
114 | }
115 |
116 | spriteBatch.End();
117 |
118 | base.Draw(gameTime);
119 | }
120 | }
121 | }
122 |
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/TiledSharp MonoGame Example/Icon.ico:
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https://raw.githubusercontent.com/NaakkaDev/TiledSharp-MonoGame-Example/2f0c6843cb33a2ebee68adf44c5eb7fc123f2415/TiledSharp MonoGame Example/Icon.ico
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/TiledSharp MonoGame Example/Program.cs:
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1 | using System;
2 |
3 | namespace TiledSharp_MonoGame_Example
4 | {
5 | #if WINDOWS || LINUX
6 | ///
7 | /// The main class.
8 | ///
9 | public static class Program
10 | {
11 | ///
12 | /// The main entry point for the application.
13 | ///
14 | [STAThread]
15 | static void Main()
16 | {
17 | using (var game = new Game1())
18 | game.Run();
19 | }
20 | }
21 | #endif
22 | }
23 |
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/TiledSharp MonoGame Example/Properties/AssemblyInfo.cs:
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1 | using System.Reflection;
2 | using System.Runtime.CompilerServices;
3 | using System.Runtime.InteropServices;
4 |
5 | // General Information about an assembly is controlled through the following
6 | // set of attributes. Change these attribute values to modify the information
7 | // associated with an assembly.
8 | [assembly: AssemblyTitle("TiledSharp MonoGame Example")]
9 | [assembly: AssemblyProduct("TiledSharp MonoGame Example")]
10 | [assembly: AssemblyConfiguration("")]
11 | [assembly: AssemblyDescription("")]
12 | [assembly: AssemblyCompany("")]
13 | [assembly: AssemblyCopyright("Copyright © 2015")]
14 | [assembly: AssemblyTrademark("")]
15 | [assembly: AssemblyCulture("")]
16 |
17 | // Setting ComVisible to false makes the types in this assembly not visible
18 | // to COM components. If you need to access a type in this assembly from
19 | // COM, set the ComVisible attribute to true on that type.
20 | [assembly: ComVisible(false)]
21 |
22 | // The following GUID is for the ID of the typelib if this project is exposed to COM
23 | [assembly: Guid("6e67acc3-b589-44ad-b424-7e6120d8918b")]
24 |
25 | // Version information for an assembly consists of the following four values:
26 | //
27 | // Major Version
28 | // Minor Version
29 | // Build Number
30 | // Revision
31 | //
32 | // You can specify all the values or you can default the Build and Revision Numbers
33 | // by using the '*' as shown below:
34 | // [assembly: AssemblyVersion("1.0.*")]
35 | [assembly: AssemblyVersion("3.4.0.312")]
36 | [assembly: AssemblyFileVersion("3.4.0.312")]
37 |
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/TiledSharp MonoGame Example/TiledSharp MonoGame Example.csproj:
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1 |
2 |
3 |
4 | Debug
5 | x86
6 | 8.0.30703
7 | 2.0
8 | {B8D94813-4912-40DB-8C02-0C042E591FA5}
9 | WinExe
10 | Properties
11 | TiledSharp_MonoGame_Example
12 | TiledSharp MonoGame Example
13 | 512
14 | WindowsGL
15 |
16 |
17 |
18 |
19 | x86
20 | true
21 | full
22 | false
23 | bin\WindowsGL\Debug\
24 | DEBUG;TRACE;WINDOWS
25 | prompt
26 | 4
27 |
28 |
29 | x86
30 | pdbonly
31 | true
32 | bin\WindowsGL\Release\
33 | TRACE;WINDOWS
34 | prompt
35 | 4
36 |
37 |
38 | Icon.ico
39 |
40 |
41 |
42 |
43 |
44 |
45 |
46 |
47 | $(MSBuildProgramFiles32)\MonoGame\v3.0\Assemblies\WindowsGL\OpenTK.dll
48 |
49 |
50 | $(MSBuildProgramFiles32)\MonoGame\v3.0\Assemblies\WindowsGL\MonoGame.Framework.dll
51 |
52 |
53 |
54 |
55 | ..\..\..\Libraries\TiledSharp.dll
56 |
57 |
58 |
59 |
60 |
61 |
62 |
63 |
64 |
65 |
66 | PreserveNewest
67 |
68 |
69 |
70 |
71 |
72 |
73 |
74 |
75 |
76 |
77 |
84 |
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