AnimatedTilemap Example
The example below demonstrates creating a new AnimatedTilemap from an AsepriteFile
and rendering it with the SpriteBatch
// Copyright (c) Christopher Whitley. All rights reserved.
// Licensed under the MIT license.
// See LICENSE file in the project root for full license information.
using AsepriteDotNet.Aseprite;
using AsepriteDotNet.IO;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MonoGame.Aseprite;
namespace AnimatedTilemapExample;
public class Game1 : Game
{
private GraphicsDeviceManager _graphics;
private SpriteBatch _spriteBatch;
private AnimatedTilemap _animatedTilemap;
private Vector2 _scale;
public Game1()
{
_graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
IsMouseVisible = true;
}
protected override void LoadContent()
{
_spriteBatch = new SpriteBatch(GraphicsDevice);
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
///
/// Load the file. In this example, we're not using the MGCB/Content Pipeline and have the Aseprite file set as
/// a file in our project that is copied the output directory. Because of this, we can use the
/// TitleContainer.OpenStream to get a stream to the file and use that to load it.
///
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
AsepriteFile aseFile;
using (Stream stream = TitleContainer.OpenStream("townmap.aseprite"))
{
aseFile = AsepriteFileLoader.FromStream("townmap", stream);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
///
/// Create an animated tilemap from the file based on all frames.
///
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
_animatedTilemap = aseFile.CreateAnimatedTilemap(GraphicsDevice);
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
///
/// Size the tilemap is created 1:1 with the size it is in Aseprite, we're going to create a scale factor here
/// in this example to be the size of the game window.
///
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
_scale.X = _graphics.PreferredBackBufferWidth / (float)_animatedTilemap.GetFrame(0).GetLayer(0).Width;
_scale.Y = _graphics.PreferredBackBufferHeight / (float)_animatedTilemap.GetFrame(0).GetLayer(0).Height;
}
protected override void Update(GameTime gameTime)
{
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
///
/// The animated tilemap must be updated each frame to update the animations.
///
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
_animatedTilemap.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
_spriteBatch.Begin(samplerState: SamplerState.PointClamp);
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
///
/// Spritebatch extension are provided to draw the tilemap
///
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
_spriteBatch.Draw(_animatedTilemap, Vector2.Zero, Color.White, _scale, 0.0f);
_spriteBatch.End();
}
}