Andres Sulg
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3 years ago | |
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README.md | 3 years ago | |
audit.md | 3 years ago |
README.md
different-maps
Objectives
You must follow the same principles as the first subject.
For this project you must create:
- A tileset to use in tile map generation
- Your own engine to generate tile maps. You must not use tile editors!
- At least 3 different tile maps
- Each map should be different from the others
Instructions
To store the tile images efficiently, you should group them all in a single image. To get the image for a tile, you must select a section of the big image (tile set) and render it into the game. This will help with performance and memory usage.
If you plan to use scrolling tile maps it can be pretty costly on rendering performance. So you must take special caution if you do so. One of the best ways is to render only the tiles that will be visible to the player using opacity or other methods. Sometime this is not enough.
A tile map can be mapped to a logical grid, helping with the map display and the game logic. Here is an example of a tile map data structure:
let map = {
columns: 5,
rows: 5,
size: 25,
tiles: [
1, 3, 3, 3, 1,
1, 1, 1, 1, 1,
1, 1, 1, 1, 1,
1, 3, 1, 1, 1,
1, 3, 1, 2, 1,
1, 3, 1, 2, 2,
],
getTile: (col, row) => this.tiles[row * map.columns + col]
}
This will generate a map object that contains:
columns
the number of columns that the grid will haverows
the number of rows that the grid will havesize
the size of the maptiles
the array with the grid logicgetTile
the function to get the tile position
Note that this is an example! You can add properties that better suit your game
This project will help you learn about:
- Tile maps
- Image manipulation
- Rendering