| Module: map | urdpyg/map/map.py |
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= Features wanted = When not moving it can take only update parts of the screen. update(dirty_rects) can be used to speed up drawing. by only updating areas which are dirty. if the map is not moving we can make it lots speedier.
= Implementation ideas =
= Some map editors = The tile combie(or engine if you want) should have most of the features that these map editors contain. http://tilestudio.sourceforge.net/ http://www.tilemap.co.uk/ = A discussion about features = <geoffh> background tiling, layers, collision detection between layers and stuff (rect and pixel) <geoffh> paralax scrolling <geoffh> animation of background/sprites <geoffh> line of sight tests between tiles and pixels <geoffh> based on layer compositions and such <illumeh> eek, that's a lot of stuff <illumeh> good stuff :) <geoffh> separate environmental and UI layer systems <illumeh> what do you mean? <geoffh> so you can draw your UI without worrying how height your environments layers are <geoffh> the UI layers are alwayrs on top <illumeh> ah, cool <geoffh> basically, just 2 lists for heights <geoffh> auto-shadowing for sprites is good <illumeh> indeed, that'd be cool <geoffh> doing like angled skews on the images, and drawing them on the ground layer <geoffh> so you dont have to have separate shadow images for them <illumeh> nice <geoffh> or just auto positioning the same image, but based on heigth of the sprite <geoffh> so like a flying ship has its shadow in the real place, and its in its height-adjusted place, like zaxxon <geoffh> which basically just means you have a transformation for height built in, and use a sort of worrld coords and translated drawing coords <illumeh> aah <geoffh> which makes sense <geoffh> so you should have parameters to what your viewing perspective is, so they can adjust it based on how their art is rendered <geoffh> like: 1.5:1.0 or something <geoffh> you could also have layer toggling like i did in VT, where if you go into a building, it switches what the background tiles are. and if you change floors, it also does that <illumeh> ah, that sounds nice too <geoffh> but that may be a bit specific. though, you could make the design so its possible to rotate through BG tile maps specifically, like theyre layered and do a fall through if the current selected one doesnt exist <geoffh> to the default background map, which has all its spaces mapped <geoffh> sorta an "optional current level background" <geoffh> good for things where people take stairs, and you still want the ground of things outside buildings and such <geoffh> im running out of stuff ive thought about for tiling engines <illumeh> hehe. that's all stuff I didn't think about :) <geoffh> i want to retire <geoffh> im pretty happy doing fuck all all the time now <geoffh> heh <illumeh> having layers greyed out would be good <illumeh> hehe. mostly I'm happy doing fuck all too :) <geoffh> optional layers? or you mean something else? |