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Arrow right Something About TCOS Tiles

The size of the tiles is specified when the texture is loaded. Then tilenodes are created that store the coordinates of the tile's location on the map, the tileset id and the tile id specifies which piece of that tileset determine what the graphic for that particular node would be. So it's essentially like pasting a bunch of squares around the screen to make you level(TCOS Gold).


It allows for tiles of different sizes that are not required to be snapped to a grid of any kind. Transparency; and per-tile options, such as visibility, solid/not-solid, and so on. Also, a background for something like a classic space-shooter could be a single tilenode that takes up the whole map. It's pretty nifty because we could write a piece of code to read and write to a file the data that represents a map in TCOS, and when it comes time for drawing and such, the tilemanager helps automate everything.


We hope that better explains the purpose of the tilemanager. We hope for it to be quite useful for what we currently intend to do. We have decided to cut back on our original goal and first make a very simple 2D RPG and see how that goes. That should give us some more focus.

Ημερομηνία: 20/03/2010 07:08   -   Με: tgvff   -   Διαβάζει: 39   -   Κατηγορία: Αγάπη


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