Post by ernesto on Nov 23, 2005 3:36:56 GMT -5
hi there i know there are a lot of examples but theres something i hate about programing its typing code
so i made a little demo about tile maps
this is some thing i hate
scene_data:
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data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
data 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
data 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
data 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
data 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
data 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
data 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
data 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
and even larger depending on the size you want
if you want to use a large image as a tile map and you want to avoid typing all of this data
dim sprite, imagen$
dim frame, max_frames, xsize, frame_size
dim my_tilemap
dim tile_x, tile_draw_pos
dim tile_y
dim x,y
frame = 1
xsize = 2249 'the x size of the image
frame_size = 64
imagen$ = "data\landscape.png" 'put here your image name
max_frames = imagestripframes(imagen$,frame_size)
tile_x = (xsize / frame_size)
tile_y = (max_frames / tile_x )
dim tile_imagen (tile_x-1)(tile_y-1)
tile_draw_pos = 0
for y = 0 to (tile_y - 1)
for x = 0 to (tile_x -1)
tile_imagen (x)(y) = tile_draw_pos
tile_draw_pos = tile_draw_pos + 1
next
next
TextMode (TEXT_BUFFERED) ' Don't draw sprites until explicitly told to do so
ResizeSpriteArea (800, 600)
'sprite = NewSprite (LoadImageStrip (imagen$,frame_size))
'sprsetsize(320,240)
'SprSetPos (320, 240)
'SprSetAnimSpeed (1)
dim tiletex(imagestripframes(imagen$,frame_size)-1)
tiletex = LoadImageStrip (imagen$,frame_size)
'64 * 48
my_tilemap = NewTileMap (tiletex)
SprSetTiles (tile_imagen)
SprSetParallax (false)
SprSetSolid (false)
SprSetXRepeat (true)
SprSetYRepeat (true)
SprSetZOrder(10000)
'AnimateSprites ()
while true
locate 1,1 :print tile_x
'locate 1,1 :print max_frames
'locate 20,1:print "cuadro actual " : print frame
'while synctimer(100)
'if ScanKeyDown(vk_right) then
'frame = frame + 1
'if frame > max_frames then frame = 0 endif
'sprsetframe(frame)
'endif
'if ScanKeyDown(vk_left) then
'frame = frame - 1
'if frame < 0 then frame = max_frames endif
'sprsetframe(frame)
'endif
'wend
if scankeydown(VK_right) THEN
SprCameraSetPos (SprCameraPos () + vec2 (4, 0))
endif
if scankeydown(VK_left) THEN
SprCameraSetPos (SprCameraPos () - vec2 (4, 0))
endif
if scankeydown(VK_up) THEN
SprCameraSetPos (SprCameraPos () - vec2 (0, 4))
endif
if scankeydown(VK_down) THEN
SprCameraSetPos (SprCameraPos () + vec2 (0, 4))
endif
drawtext()
wend
im new with this cool stuff so may be there are a lot of ways to do it better so if you now please help me
so i made a little demo about tile maps
this is some thing i hate
scene_data:
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data 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
data 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
and even larger depending on the size you want
if you want to use a large image as a tile map and you want to avoid typing all of this data
dim sprite, imagen$
dim frame, max_frames, xsize, frame_size
dim my_tilemap
dim tile_x, tile_draw_pos
dim tile_y
dim x,y
frame = 1
xsize = 2249 'the x size of the image
frame_size = 64
imagen$ = "data\landscape.png" 'put here your image name
max_frames = imagestripframes(imagen$,frame_size)
tile_x = (xsize / frame_size)
tile_y = (max_frames / tile_x )
dim tile_imagen (tile_x-1)(tile_y-1)
tile_draw_pos = 0
for y = 0 to (tile_y - 1)
for x = 0 to (tile_x -1)
tile_imagen (x)(y) = tile_draw_pos
tile_draw_pos = tile_draw_pos + 1
next
next
TextMode (TEXT_BUFFERED) ' Don't draw sprites until explicitly told to do so
ResizeSpriteArea (800, 600)
'sprite = NewSprite (LoadImageStrip (imagen$,frame_size))
'sprsetsize(320,240)
'SprSetPos (320, 240)
'SprSetAnimSpeed (1)
dim tiletex(imagestripframes(imagen$,frame_size)-1)
tiletex = LoadImageStrip (imagen$,frame_size)
'64 * 48
my_tilemap = NewTileMap (tiletex)
SprSetTiles (tile_imagen)
SprSetParallax (false)
SprSetSolid (false)
SprSetXRepeat (true)
SprSetYRepeat (true)
SprSetZOrder(10000)
'AnimateSprites ()
while true
locate 1,1 :print tile_x
'locate 1,1 :print max_frames
'locate 20,1:print "cuadro actual " : print frame
'while synctimer(100)
'if ScanKeyDown(vk_right) then
'frame = frame + 1
'if frame > max_frames then frame = 0 endif
'sprsetframe(frame)
'endif
'if ScanKeyDown(vk_left) then
'frame = frame - 1
'if frame < 0 then frame = max_frames endif
'sprsetframe(frame)
'endif
'wend
if scankeydown(VK_right) THEN
SprCameraSetPos (SprCameraPos () + vec2 (4, 0))
endif
if scankeydown(VK_left) THEN
SprCameraSetPos (SprCameraPos () - vec2 (4, 0))
endif
if scankeydown(VK_up) THEN
SprCameraSetPos (SprCameraPos () - vec2 (0, 4))
endif
if scankeydown(VK_down) THEN
SprCameraSetPos (SprCameraPos () + vec2 (0, 4))
endif
drawtext()
wend
im new with this cool stuff so may be there are a lot of ways to do it better so if you now please help me