Using Tilemaps

A lot of games use tiles to build out their levels and worlds.  Otter has a Graphic type named Tilemap that makes it very simple to create and use your own tilemaps in your game.  The following example will demonstrate how to place some simple tiles into the game, and also show how to edit the tilemap in real time using your mouse.

This example uses the following texture for placing the tiles.  Download it and add it to your project before running the code.

using Otter;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace TilemapExample {
  class Program {
    static void Main(string[] args) {
      // Create a Game.
      var game = new Game("Tilemap Example");

      // Create a Scene.
      var scene = new Scene();
      // Add the Tiles Entity to the Scene.
      scene.Add(new Tiles());

      // Set the mouse visibility to true for this example.
      game.MouseVisible = true;

      // Start the Game.

  class Tiles : Entity {
    // The Tilemap Graphic to use for rendering tiles.
    public Tilemap Tilemap;
    // The grid size to use for the Tilemap.
    public static int GridSize = 32;
    // The current selected tile to place.
    public int CurrentTile;

    public Tiles() : base() {
      // Create the Tilemap the size of the game window using the defined grid size.
      Tilemap = new Tilemap("tiles.png", Game.Instance.Width, Game.Instance.Height, GridSize, GridSize);
      // Add the Tilemap to the list of Graphics to render.

      // Place some tiles.
      Tilemap.SetTile(0, 0, 0);
      Tilemap.SetTile(1, 0, 0);
      Tilemap.SetTile(2, 0, 0);

      // Place some more tiles.
      Tilemap.SetTile(0, 4, 1);
      Tilemap.SetTile(1, 4, 1);
      Tilemap.SetTile(2, 4, 1);

      // Even more tiles.
      Tilemap.SetTile(0, 8, 2);
      Tilemap.SetTile(1, 8, 2);
      Tilemap.SetTile(2, 8, 2);

      // Want more tiles?
      Tilemap.SetTile(0, 12, 3);
      Tilemap.SetTile(1, 12, 3);
      Tilemap.SetTile(2, 12, 3);

    public override void Update() {

      // Determine the grid position of the mouse.
      var gridX = (int)Util.SnapToGrid(Input.MouseX, GridSize) / GridSize;
      var gridY = (int)Util.SnapToGrid(Input.MouseY, GridSize) / GridSize;

      // Switch the current tile to place based on the mouse wheel movement.
      CurrentTile += Input.MouseWheelDelta;
      CurrentTile %= 4; // Make sure the current tile is always 0 to 3.

      if (Input.MouseWheelDelta != 0) {
        // Log the current tile value.
        Console.WriteLine("Current Tile is now {0}", CurrentTile);

      // Place a tile when the left mouse button is down.
      if (Input.MouseButtonDown(MouseButton.Left)) {
        Tilemap.SetTile(gridX, gridY, CurrentTile);
      // Remove a tile when the right mouse button is down.
      if (Input.MouseButtonDown(MouseButton.Right)) {
        Tilemap.ClearTile(gridX, gridY);

The result is a simple little program that allows for drawing of tiles.  Check it out!