# Tiled The `MonoGame.Extended.Tiled` library loads and renders maps created with the popular [Tiled Map Editor](http://www.mapeditor.org/). Tiled is an [open sourced](https://github.com/bjorn/tiled) free to use "generic tile map editor". Tiled lets you easily design and view tile maps, and through the `Monogame.Extended.Tiled` package, you can load and display a map generated with Tiled in monogame To load a TiledMap into your project, you first need to add it to your `ContentManager`, and in order to compile the tile map for use in `MonoGame` you must add a reference to the pipeline tool. Instructions to do so can be found [here](http://craftworkgames.github.io/MonoGame.Extended/installation) # Using the map in your game To create and render a map you will need two new properties ```c# // The tile map private TiledMap map; // The renderer for the map private TiledMapRenderer mapRenderer; ``` In your `Initialize()` method, you can initialize the two methods ```c# protected override void Initialize() { base.Initialize(); // Load the compiled map map = Content.Load("path/to/your/map/file"); // Create the map renderer mapRenderer = new TiledMapRenderer(GraphicsDevice); } ``` To finally render and tick the map, call `mapRenderer.Update();` and `mapRenderer.Draw();` in their respective methods ```c# protected override void Update(GameTime gameTime) { // Update the map // map Should be the `TiledMap` mapRenderer.Update(map, gameTime); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { // Clear the screen GraphicsDevice.Clear(Color.Pink); // Transform matrix is only needed if you have a Camera2D // Setting the sampler state to `SamplerState.PointClamp` is reccomended to remove gaps between the tiles when rendering spriteBatch.Begin(transformMatrix: camera.GetViewMatrix(), samplerState: SamplerState.PointClamp); // map Should be the `TiledMap` // Once again, the transform matrix is only needed if you have a Camera2D mapRenderer.Draw(map, camera.GetViewMatrix()); // End the sprite batch spriteBatch.End(); base.Draw(gameTime); } ``` Good luck and happy coding! :)