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doors in tile based games
Published by: admin 2010-03-19
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  • Kids Games::
    Based on the game Who Wants To Be A Millionaire, this game drills you on difficult math facts. color-coded tiles invite players. to enter the twisted
    http://www.kidsgames0.com/
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    i'm going through tony pa's tutorials on tile-based games and have a question relating to the way he organises doors between maps
    Game Scripting Discussion::
    In the original Tile Based Games FAQ 1.2 by Greg Taylor, he uses an array that One last thing is that Im always amazed/amused when people make doors be tiles.
    http://www-cs-students.stanford.edu/~amitp/Articles/TileMultipleObjects.html
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    planewalkergames.com - Inside the Engine: Area Creation::
    Planewalker Games - publishers of computer role playing games (CRPGs) in a WeiNGINE does not use tile-based environments, so each area is a unique project
    http://www.planewalkergames.com/content/view/100/1/
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    http://www.tonypa.pri.ee/tbw/tut06.html
    ZupaGames - Free Arcade Games::
    Based on the old classic tetris. Quiz Time with Chrono 2 all the groups of same colored tiles from an array in this nice little game. Sumo
    http://www.zupagames.com/c/puzzle/38/
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    here is the door code:


    game.Doors = function (newmap, newcharx, newchary) {
    this.newmap=newmap;
    this.newcharx=newcharx;
    this.newchary=newchary;
    };

    game.Doors.prototype.walkable = true;
    game.Doors.prototype.frame = 3;
    game.Doors.prototype.door = true;
    game.Tile2 = function () { };
    game.Tile2.prototype = new game.Doors(2, 1, 4);
    game.Tile3 = function () { };
    game.Tile3.prototype = new game.Doors(1, 6, 4);


    doing it this way, every door you place on your maps is going to look the same (ie 'frame three' of the map component movie clip). waht's the most efficient way to amend this so that each door (Tilex) could have one of, say, four graphics (so it can be installed n, s, e, w).

    thanks in advance for any suggestions

    O ^ + O ¬


  • sorry, 'doorways' then.

    the reason for the having new coords of the hero was so that when the hero went off the right hand side on to a new map, they appeared on the left hand side of that map. I could have coded it so that it was worked out automatically, but at the time it seemed easier to just enter them into the array.


  • the way I went about it was to have a separate doors array. It probably involved a bit more work, but it meant I could use any (walkable) tile as a door. So you could draw a different graphic for each N, E, S and W door and hold that information in your map array.
    My door array then had the following information for each door:
    the x and y coordinates of the door, the new map number that you would be taken to and the new x and y coordinates of the hero once on the new map.

    my main loop then just checked through the current doors array to see if the hero was on one of the door tiles and if it was, the new map was drawn, the hero was repositioned etc.

    does this help at all?


  • thanks. brilliant. looking forward to any analysis or suggestions.

    cheers

    O ^ + O ¬


  • I'll check it out sometime then.. When I have some free time.. I really don't like his coding methods though.. But.. Hey.. Can't please everyone can we? :D


  • Huh? Those aren't doors. Those are teleports. Doors are tiles that block your way until you 'open' them.





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