OGordoo
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4 years ago | |
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README.md | 4 years ago | |
audit.md | 4 years ago |
README.md
different-maps
Objectives
You must follow the same principles as the first subject.
For this project you must create:
- Your own engine to generate the tile maps, you should not use tile editors!
- At least 3 different tile maps
- Every map should be different from each other
Instructions
To store efficiently the tile images, you should group them all in a single image. To generate a specific tile image, you must select a section of this big image 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
number of columns that the grid will haverows
number of rows that the grid will havesize
being the size of the maptiles
that is an array with the grid logicgetTile
function to get the tale 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