我是 Monogame 和 C# 的新手。我正在尝试使用TiledSharp在屏幕上呈现测试平铺地图。但是,当我尝试绘制多个图层时,它们显然是循环并相互绘制。
这是我的绘制方法代码:
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
spriteBatch.Begin(sortMode: SpriteSortMode.FrontToBack, blendState: BlendState.AlphaBlend, samplerState: SamplerState.PointClamp, null, null, null,
Matrix.CreateScale(6.0f));
for (currentTileLayer=0; currentTileLayer < easyMap.TileLayers.Count; currentTileLayer++)
{
Console.WriteLine(easyMap.TileLayers[currentTileLayer].Name.ToString());
for (var i = 0; i < easyMap.TileLayers[currentTileLayer].Tiles.Count; i++)
{
int gid = easyMap.TileLayers[currentTileLayer].Tiles[i].Gid;
// empty tile, do nothing
// gid => global id of tile
if (gid == 0)
{
}
else
{
int tileFrame = gid - 1;
int column = tileFrame % tilesetTilesWide;
int row = (int)Math.Floor((double)tileFrame / (double)tilesetTilesWide);
float x = (i % easyMap.Width) * easyMap.TileWidth;
float y = (float)Math.Floor(i / (double)easyMap.Width) * easyMap.TileHeight;
Rectangle tileSetRec = new Rectangle(tileWidth * column, tileHeight * row, tileWidth, tileHeight);
spriteBatch.Draw(easyTileset, new Rectangle((int)x, (int)y, tileWidth, tileHeight), tileSetRec, Color.White);
}
}
}
spriteBatch.End();
base.Draw(gameTime);
}
我的原始地图如下所示:
当我运行代码时,它看起来像这样:
地图分为三层。我怎样才能修复我的循环?谢谢!

