我正在为我的第一个游戏构建一个磁贴引擎,并且我一直在逐步遵循指南(无法链接它,因为我仅限于 2 个)。但是,我对 tilemap 进行了一些修改,以便我可以继续我的项目。在测试我的程序时发现了一个错误,我希望你们能帮助我解决......
...瓷砖引擎正在绘制错误的瓷砖!
这是我的 TileMap(为每个图块分配了数字),这就是我的引擎绘制的。虽然它应该遵循如下所示的顺序(代码是不言自明的)
rows[0].columns[3].tileID = 0;
rows[0].columns[4].tileID = 1;
rows[0].columns[5].tileID = 2;
rows[0].columns[6].tileID = 3;
rows[0].columns[7].tileID = 4;
rows[1].columns[3].tileID = 5;
rows[1].columns[4].tileID = 6;
rows[1].columns[5].tileID = 7;
rows[1].columns[6].tileID = 8;
rows[1].columns[7].tileID = 9;
rows[2].columns[3].tileID = 10;
rows[2].columns[4].tileID = 11;
rows[2].columns[5].tileID = 12;
rows[2].columns[6].tileID = 13;
rows[2].columns[7].tileID = 14;
rows[3].columns[3].tileID = 15;
rows[3].columns[4].tileID = 16;
rows[3].columns[5].tileID = 17;
rows[3].columns[6].tileID = 18;
rows[3].columns[7].tileID = 19;
rows[4].columns[3].tileID = 20;
rows[4].columns[4].tileID = 21;
rows[4].columns[5].tileID = 22;
rows[4].columns[6].tileID = 23;
rows[4].columns[7].tileID = 24;
rows[5].columns[3].tileID = 25;
rows[5].columns[4].tileID = 26;
rows[5].columns[5].tileID = 27;
rows[5].columns[6].tileID = 28;
rows[5].columns[7].tileID = 29;
代码要点
我的代码的重要部分
Tile.class
我在哪里定义瓷砖大小并具有导航瓷砖地图以找到我的 deiserd 瓷砖的功能。
namespace TileEngine
{
static class Tile
{
static public Texture2D tileSetTexture;
static public int tileWidth = 48;
static public int tileHeight = 48;
static public Rectangle getSourceRectangle(int tileIndex)
{
int tileY = tileIndex / (tileSetTexture.Width / tileWidth);
int tileX = tileIndex % (tileSetTexture.Height / tileHeight);
return new Rectangle(tileX * tileWidth, tileY * tileHeight, tileWidth, tileHeight);
}
}
}
地图单元
我在哪里定义 tileID
class MapCell
{
public List<int> baseTiles = new List<int>();
public int tileID
{
get { return baseTiles.Count > 0 ? baseTiles[0] : 0; }
set
{
if (baseTiles.Count > 0)
baseTiles[0] = value;
else
addBaseTile(value);
}
}
public void addBaseTile(int tileID)
{
baseTiles.Add(tileID);
}
public MapCell(int tileID)
{
this.tileID = tileID;
}
}
瓦片地图
我在哪里构建地图
class MapRow
{
public List<MapCell> columns = new List<MapCell>();
}
class TileMap
{
public List<MapRow> rows = new List<MapRow>();
public int mapWidth = 50;
public int mapHeight = 50;
public TileMap()
{
for (int y = 0; y < mapHeight; y++)
{
MapRow thisRow = new MapRow();
for (int x = 0; x < mapWidth; x++)
{
thisRow.columns.Add(new MapCell(0));
}
rows.Add(thisRow);
}
}
}
画
最后是我的绘图代码。
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
spriteBatch.Begin();
Vector2 firstSquare = new Vector2(Camera.location.X / Tile.tileWidth, Camera.location.Y / Tile.tileHeight);
int firstX = (int)firstSquare.X;
int firstY = (int)firstSquare.Y;
Vector2 squareOffset = new Vector2(Camera.location.X % Tile.tileWidth, Camera.location.Y % Tile.tileHeight);
int offsetX = (int)squareOffset.X;
int offsetY = (int)squareOffset.Y;
for (int y = 0; y < squaresDown; y++)
{
for (int x = 0; x < squaresAcross; x++)
{
foreach (int tileID in myMap.rows[y + firstY].columns[x + firstX].baseTiles)
{
spriteBatch.Draw(
Tile.tileSetTexture,
new Rectangle(
(x * Tile.tileWidth) - offsetX, (y * Tile.tileHeight) - offsetY,
Tile.tileWidth, Tile.tileHeight),
Tile.getSourceRectangle(tileID),
Color.White);
}
}
}
spriteBatch.End();
base.Draw(gameTime);
}