tIDE with Windows Phone 7 (XNA, C#)

Apr 8, 2012 at 3:03 PM

Hello everyone

I'm trying to use tIDE with Windows Phone but i receive an error like this

 Error loading "Maps\Map01". File not found.

this is the code, i use the correct references and i have upload in the content the folder Maps/Map01.tide and TileSheets/... correctly

using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using Microsoft.Xna.Framework.Media;
using xTile;
using xTile.Format;
using xTile.Dimensions;
using xTile.Display;
namespace WindowsPhoneGame1
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Map MyAwesomeMap = new Map();
        IDisplayDevice MyMapDisplayDevice;
        xTile.Dimensions.Rectangle ViewPort;
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            // Frame rate is 30 fps by default for Windows Phone.
            TargetElapsedTime = TimeSpan.FromTicks(333333);

            // Extend battery life under lock.
            InactiveSleepTime = TimeSpan.FromSeconds(1);
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            base.Initialize();
            MyMapDisplayDevice = new XnaDisplayDevice(this.Content, this.GraphicsDevice);
            MyAwesomeMap.LoadTileSheets(MyMapDisplayDevice);
            ViewPort = new xTile.Dimensions.Rectangle(new Size(800, 600));
            
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            MyAwesomeMap = Content.Load<Map>("Maps\\Map01");
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}

Please help me :)

Apr 15, 2012 at 5:57 AM

Hi, there is a tutorial that explains how to make it work....

http://tide.codeplex.com/wikipage?title=xTile%20Engine%20Tutorial%20for%20Game%20Studio%20%2f%20XNA%204.0&referringTitle=Documentation

It's not just the code, it is also the folders order sync with the solution project. Check that out, it worked for me :D

May 26, 2012 at 3:50 PM

Just curious, how you managed with 2-nd bullet: "create a new solution folder named xTile directly under the solution."