0
votes

I'm triyng to make an Automated type tile system to draw my int[,] tileMap according to my Texture Atlas but when i run the code i get the entire thing sideways and the textures don't appear, the only way i know it's sideways is because the "Color color" for drawing the textures are different then the ClearScreen's color.

Tile Sorting Class:

    public Texture2D Texture { get; set; }
    public int Rows { get; set; }
    public int Columns { get; set; }
    public int totalTiles;
    public int _tileWidth;
    public int _tileHeight;
    public int[] tiles;
    public int[,] tileMap = new int[,] {
            {0,0,0,0,0,0,2,0,0,0,},
            {0,0,0,0,0,2,2,0,0,0,},
            {0,0,0,0,0,2,0,0,0,0,},
            {0,0,0,0,0,2,0,0,0,0,},
            {0,0,0,2,2,2,0,0,0,0,},
            {0,0,0,2,0,0,0,0,0,0,},
            {0,0,0,2,0,0,0,0,0,0,},
            {0,0,2,2,0,0,0,0,0,0,},
            {0,0,2,0,0,0,0,0,0,0,},
            {0,0,2,0,0,0,0,0,0,0,}
    };

    public Tile(Texture2D texture, int tileWidth, int tileHeight)
    {
        _tileWidth = tileWidth;
        _tileHeight = tileHeight;
        Texture = texture;
        totalTiles = Rows * Columns;

    }


    public void Update() {

    }

    public void Draw(SpriteBatch spriteBatch, Vector2 location)
    {

        for (int row = 0; row < tileMap.GetLength(1); row++) {

            for (int col = 0; col < tileMap.GetLength(0); col++) {

                switch (tileMap[row, col]) {
                    case 0:
                        spriteBatch.Draw(Texture, new Rectangle(row * _tileWidth, col * _tileHeight, _tileWidth, _tileHeight), new Rectangle(1 * _tileWidth, 1 * _tileHeight, _tileWidth, _tileHeight), Color.Transparent);
                        break;
                    case 2:
                        spriteBatch.Draw(Texture, new Rectangle(row * _tileWidth, col * _tileHeight, _tileWidth, _tileHeight), new Rectangle(2 * _tileWidth, 2 * _tileHeight, _tileWidth, _tileHeight), Color.Transparent);
                        break;
                    default:
                        break;
                }

            }

The Main Class

public class Main : Microsoft.Xna.Framework.Game {
    // Basic code for drawing.
    GraphicsDeviceManager graphics;
    SpriteBatch spriteBatch;
    Tile test;
    Texture2D texturePack;

    public Main() {
        graphics = new GraphicsDeviceManager(this);
        Content.RootDirectory = "Content";
    }


    protected override void Initialize() {

        base.Initialize();
    }


    protected override void LoadContent() {
        spriteBatch = new SpriteBatch(GraphicsDevice);

        texturePack = Content.Load<Texture2D>("AxiomTileSheet");
        test = new Tile(texturePack, 8, 8);
    }


    protected override void UnloadContent() {
    }


    protected override void Update(GameTime gameTime) {

        if (Keyboard.GetState().IsKeyDown(Keys.Escape))
            this.Exit();


        base.Update(gameTime);
    }


    protected override void Draw(GameTime gameTime) {
        GraphicsDevice.Clear(Color.White);

        spriteBatch.Begin();
        test.Draw(spriteBatch);
        spriteBatch.End();

        base.Draw(gameTime);
    }
}
1

1 Answers

2
votes

this

switch (tileMap[row, col]) 

should be

switch (tileMap[col, row])

as you use col for you x values and row for y.

You also need to switch this in your rectangle calculations.

Another hint for performance based on my experience (as Andrew mentioned this may not be worthwhile in every case) instead of creating new rectangles every frame define 2 rectangles in you Tile class and just change the x and y values every frame

floAr

EDIT: Color Problem=============================

You can completly get rid of the switch case construct by using

public void Draw(SpriteBatch spriteBatch)
        {
    for (int row = 0; row < tileMap.GetLength(1); row++) {
        for (int col = 0; col < tileMap.GetLength(0); col++)
            {
                        spriteBatch.Draw(_texture, new Rectangle(row * _tW, col * _tH, _tW, _tH), new Rectangle(tileMap[row, col] * _tW, tileMap[row, col] * _tH, _tW, _tH), Color.White);
            }
        }
        }

Note: _tH=_tileHeight, _tW=_tileWidth I tested this out and it worked like a charm for me ;) If you want to keep the switch case make sure you set Color.White as your tinting color (last spritebatch parameter). And you need to correct the values of the switch case, as you use 0 and 2 in your map definition, but 0 and 1 in your switch case. Expanding the cases up to 3 (as it seems you have 4 tiles by now) also worked for me.

So I think your issue was based on the wrong color and a typo in the case structure.

Hope this helps :)