Namespace MLEM.Extended.Tiled
Classes
- IndividualTiledMapRenderer
A tiled map renderer that renders each tile individually, while optionally supplying a depth for each tile. Rendering in this manner allows for entities to be behind or in front of buildings based on their y height.
- IndividualTiledMapRenderer.TileDrawInfo
A tile draw info contains information about a tile at a given map location. It caches a lot of data that is required for drawing a tile efficiently.
- TiledExtensions
A set of extensions for dealing with MonoGame.Extended tiled maps
- TiledMapCollisions
A collision handler for a MonoGame.Extended tiled tile map. The idea behind this collision handler is that, on the map's tileset, each tile is assigned a certain rectangular area. That area is converted into a collision map that is dealt with in tile units, where each tile's covered area is 1x1 units big.
- TiledMapCollisions.TileCollisionInfo
A tile collision info stores information about a tile at a given location on a given layer, including its objects and their bounds.
Structs
- LayerPosition
A struct that represents a position on a MonoGame.Extended.Tiled.TiledMap with multiple layers, where the X and Y coordinates are 32-bit integer numbers. See LayerPositionF for a floating point position.
- LayerPositionF
A struct that represents a position on a MonoGame.Extended.Tiled.TiledMap with multiple layers, where the X and Y coordinates are 32-bit floating point numbers. See LayerPosition for an integer position.
Delegates
- IndividualTiledMapRenderer.AddDelegate
A delegate method used for adding an IndividualTiledMapRenderer to a StaticSpriteBatch.
- IndividualTiledMapRenderer.DrawDelegate
A delegate method used for drawing an IndividualTiledMapRenderer.
- IndividualTiledMapRenderer.GetDepth
A delegate method used for an IndividualTiledMapRenderer's depth function. The idea is to return a depth (between 0 and 1) for the given tile that determines where in the sprite batch it should be rendererd. Note that, for this depth function to take effect, the sprite batch needs to begin with Microsoft.Xna.Framework.Graphics.SpriteSortMode.FrontToBack or Microsoft.Xna.Framework.Graphics.SpriteSortMode.BackToFront.
- TiledMapCollisions.CollectCollisions
A delegate method used to override the default collision checking behavior.