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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 have
  • rows the number of rows that the grid will have
  • size the size of the map
  • tiles the array with the grid logic
  • getTile 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: