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Jul 16th, 2018
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  1. Tile tile;
  2. foreach (MapLayer layer in mapLayers)
  3. {
  4. for (int y = 0; y < (double)Engine.ViewportHeight / Engine.TileHeight; y++)
  5. {
  6. for (int x = 0; x < (double)Engine.ViewportWidth / Engine.TileWidth; x++)
  7. {
  8. Vector2 tileOffset = new Vector2((camTilePos.X-5) % Engine.TileWidth, (camTilePos.Y-5) % Engine.TileHeight);
  9. tile = layer.GetTile(x + camTilePos.X, y + camTilePos.Y);
  10. spriteBatch.Draw(tilesets[tile.TileSet].Texture, new Vector2(x * Engine.TileWidth, y * Engine.TileHeight), tilesets[tile.TileSet].SourceRectangles[tile.TileIndex], Color.White);
  11. }
  12. }
  13. }
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