For instance, a rock that could appear on top of several terrain types like grass, sand or brick could be included on it's own separate tile which is then rendered on a new layer, instead of several rock tiles, each with a different background terrain.
If characters or other game sprites are drawn in the middle of the layer stack, this allows for interesting effects such as having characters walking behind trees or buildings. The following screenshot shows an example of both points: a character appearing behind a tile the knight appearing behind the top of a tree and a tile the bush being rendered over different terrain types. Since tilemaps are an actual grid of visual tiles, it is common to create a mapping between this visual grid and a logic grid.
The most common case is to use this logic grid to handle collisions, but other uses are possible as well: character spawning points, detecting whether some elements are placed together in the right way to trigger a certain action like in Tetris or Bejeweled , path-finding algorithms, etc.
Note: You can take a look at our demo that shows how to use a logic grid to handle collisions. Isometric tilemaps create the illusion of a 3D environment, and are extremely popular in 2D simulation, strategy or RPG games. The below image shows an example of an atlas for an isometric tileset.
Drawing scrolling tile maps can take a toll on performance. Usually, some techniques need to be implemented so scrolling can be smooth. The first approach, as discussed above, is to only draw tiles that will be visible. But sometimes, this is not enough. One simple technique consists of pre-rendering the map in a canvas on its own when using the Canvas API or on a texture when using WebGL , so tiles don't need to be re-drawn every frame and rendering can be done in just one blitting operation.
Of course, if the map is large this doesn't really solve the problem — and some systems don't have a very generous limit on how big a texture can be. One way consists of drawing the section that will be visible off-canvas instead of the entire map. That means that as long as there is no scrolling, the map doesn't need to be rendered. A caveat of that approach is that when there is a scrolling, that technique is not very efficient.
A better way would be to create a canvas that is 2x2 tiles bigger than the visible area, so there is one tile of "bleeding" around the edges. That means that the map only needs to be redrawn on canvas when the scrolling has advanced one full tile — instead of every frame — while scrolling. In fast games that might still not be enough. An alternative method would be to split the tilemap into big sections like a full map split into 10 x 10 chunks of tiles , pre-render each one off-canvas and then treat each rendered section as a "big tile" in combination with one of the algorithms discussed above.
These are the tiles that will be placed on the map wherever the user clicks. We also have the Save functions and the extra SaveTextures function which saves the images stored in each of the Tileset s to disk. Like I said earlier images are not stored in the map itself because they may already be loaded into memory or stored in an archive for a game, etc.
The OnMapChanged event is fired whenever the map is updated, the main form registers for this event so that it knows when the map needs to be redrawn. I decided to make an event for this so that all calls to redraw the map would come from one place. It's worth mentioning that there is no code in the MapEditorLib to render the map. It is currently held in the MapEditor WinForms project.
The last class in the MapEditorLib whose main job is to store an image, as well as a name and a unique id as you can see. Depending on the renderer chosen, the appropriate values are setup and disposed of by the rendering routine; the Image property is always set up. There are only a couple of classes from the WinForms project that I need mention, the map renderers. In the MapEditor project, there is a control MapPanel which is an empty user control which overrides the regular paint methods and calls a delegate that can be assigned to different external functions.
By doing this, we are able to change the methods used to render the map in one simple line, of course we need to set up the render first, which brings us to the map renderers interface. This is the interface for any renderers that you want to add. The first is called when the form or the map is resized and any buffers may need to be changed to accommodate the new dimensions.
The second is called from the overridden OnPaint in the MapPanel control via the delegate that I mentioned earlier. I actually wrote a method to do that so I could have per pixel alpha blending done in GDI.
GDI though cannot handle alpha channels, and even though I wrote a function to get around this, it was still too impractical, so I looked into using DirectX and using the Graphics hardware to help render the map with alpha blending. It turns out you are able to pass any window handle to XNA to create a drawing surface, that includes the handles of Windows controls. I can only recommend using the XnaMapRenderer as it eliminates flickering, is much quicker, provides you with alpha blending and is much more representative of what the map will be like in an actual game.
However, if for some reason you like to suffer and have your eyes bleed at the lack of smooth edges and large magenta blocks, then feel free to make use of the GdiMapRenderer. On the main form, there are only a couple of controls, the TiledMap and the TileSelect ; the latter is a fairly simple control that allows you to load an image and then draws a grid over it. You are then able to pick tiles off of the grid. When you select some tiles in the TileSelect control, an event is sent to the main form, which then passes this information over to the TiledMap control.
More info See in Glossary. Import the individual Tiles or Tileset images for your Tilemap A GameObject that allows you to quickly create 2D levels using tiles and a grid overlay.
Select the imported images to view their Texture Importer settings in the Inspector A Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info See in Glossary window. When importing Sprites for use in a Tilemap, use the following recommended settings. The New Palette drop-down menu.
After selecting the properties of the Tile Palette refer to the Tile Palettes documentation for more information about the different options , select Create to open the new Palette in the window. After creating or loading a Palette, drag and drop Textures or Sprites from the Assets folder directly onto the Tile Palette window.
You will be prompted for the save location for the new Tile Assets.
0コメント