I have been looking at tile engines for the past few days and decided to have a go at my own one for educational purposes. I want to use different textures for the tiles of my map, for example 1 = grass, 2 = sky, 3 = dirt etc.. I am having this problem where the tiles will draw using only one specific texture although I provide multiples. I have been following tutorials here and there and searching online to try and find this problem but to no avail.
In the example below in the LoadContent function I load three different textues into my TileMap object and Console.WriteLine states that there actually are 3 textures loaded into the list.
I was under the impression that the draw method in the TileMap would set the index to the tile ID corresponding to a tile texture and then that specific tile would be drawn on the map in game. for example, index 1 would equal the first texture in the list, index 2 would equal the second texture and so on. Is this a correct assumption or am I way off?
Also, can you give me any help/pointers on ways to fix this issue of only one texture showing on the screen.
Thank you in advance.
Tile Map
class TileMap
{
private MapCell[,] mapCell;
public const int TILE_WIDTH = 64;
public const int TILE_HEIGHT = 64;
private List<Texture2D> tileList = new List<Texture2D>();
public TileMap(int[,] exisitingMap)
{
//initialise this to a new multidimensional array;
mapCell = new MapCell[exisitingMap.GetLength(0), exisitingMap.GetLength(1)];
// x always starts on one
for (int x = 0; x < mapCell.GetLength(1); x++)
{
for (int y = 0; y < mapCell.GetLength(0); y++)
{
mapCell[y, x] = new MapCell(exisitingMap[y, x]);
}
}
}
public void loadTextureFiles(ContentManager content, params string[] fileNames)
{
Texture2D tileTexture;
foreach (string fileName in fileNames)
{
tileTexture = content.Load<Texture2D>(fileName);
tileList.Add(tileTexture);
Console.WriteLine(tileList.Count + " Tile texture count ");
}
}
public void Draw(SpriteBatch spriteBatch)
{
for (int x = 0; x < mapCell.GetLength(1); x++)
{
for (int y = 0; y < mapCell.GetLength(0); y++)
{
// setting the index to the tile ID
int index = mapCell[y,x].TileID;
Texture2D texture = tileList[index];
spriteBatch.Draw(texture, new Rectangle( x * TILE_WIDTH, y * TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT), Color.White);
}
}
}
}
Map Cell
class MapCell
{
public int TileID { get; set; }
public MapCell(int tileID)
{
tileID = TileID;
}
}
Game1
TileMap tileMap = new TileMap(new int[,]
{
{ 0,0,0,0,0,0,0 },
{ 1,1,1,1,1,1,1 },
{ 0,1,1,2,1,1,1 },
{ 0,2,1,3,1,3,0 },
{ 0,3,0,3,0,0,0 },
{ 0,0,0,2,0,0,0 },
{ 0,0,0,1,0,1,0 },
});
protected override void LoadContent()
{
new SpriteBatch(GraphicsDevice);
tileMap.loadTextureFiles(Content, "Tiles/Tile1", "Tiles/sky", "Tiles/dirt" );
}
protected override void Draw(GameTime gameTime)
{
spriteBatch.Begin();
tileMap.Draw(spriteBatch);
base.Draw(gameTime);
spriteBatch.End();
}