Storing tile info
BlitzMax Forums/BlitzMax Beginners Area/Storing tile info
| ||
Hi. I am trying to make a tile based platform game. I made the tiles in a strip and loaded them with LoadAnimImage and the read a text file which stores the level data as: 000000 000000 000000 111111 222222 222222 sort of thing. What would be a better way of doing it which is still quick? Like it is now i can't tell whether the tile is passable or not. Any suggestions? Matt |
| ||
That'd be the way I'D do it. The text file is for the map or level you're displaying? Then looks like you have the bases covered. |
| ||
perhaps making two (or more) arrays.. on to hold the image pointer in an x,y format, and one to hold info on collision at the same x,y coord..?!? something like; image_to_draw = MAP_ARRAY(x,y) ; returns image number collision = COL_ARRAY(x,y) ; returns 1 if collidable, 0 if passable store and load everything in a normal textfile.. perhaps the first two numbers to redim the array size, then you can loop through the map and collision (++ if other) to set stuff up.. .. that's how I would do it anyways... but it's only 1 way of doing it.. |
| ||
That's the way it was done in the alien breen remake, there were several layers including a collision layer. Each layer was simply an array that stored the required values. |
| ||
I've just suggested to somebody else they use map_array(x,y,1) with the third dimension walkable/non-walkable. Is this a good way of doing it? |
| ||
I oculd try both ideas, is there any difference in size or speed betwee having maybe 3 arrays holding data or having one array array holding the data like TonyG suggested? |
| ||
I'd like to know this as well as I'm surprised people here use different arrays. I would also extend the third dimension to hold data such as which tile to display when destroyed, terrain cost to traverse N/S/E/W, cover, concealment, noise etc etc. Not sure of the benefit putting this stuff in a type/list now. |
| ||
Wow! I would have never thought of holding those sorts of things about tiles. Its amazing how interactive you could get a tile based game to be! |
| ||
I use a 2D array of types. My type holds all sorts of things, terrain cost, population, food, you name it. |