tile-map | Test making a infinitelives tilemap | Map library
kandi X-RAY | tile-map Summary
kandi X-RAY | tile-map Summary
A tile map implentation using ParticleContainer in Pixi. Tile map collision is implemented.
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QUESTION
I'm trying to implement line-of-sight visibility / fog-of-war for my 2D top-down game, and found this article which has a simple and efficient algorithm which involves shooting rays at the edges of rectangles to calculate a list of triangles to brighten.
However, my game uses tiles, so it would be very inefficient to run this against the 150x150 (22,500) tiles surrounding the players every frame. Rather, it would be better to instead convert the tile-map to a list of rectangles and then run the line-of-sight algorithm against that. For example, if this were my tile-map (where 1 is a solid tile and 0 is a free tile):
...ANSWER
Answered 2021-Apr-09 at 20:44There is naive way, for example, start top left in a width-first filling process, that would give you similar results to what you're looking for.
Here's what the width-first algo might look like:
Results in:
QUESTION
I'm trying to create an atlas of collideable objects in Godot's tilemap editor. My understanding is that, to select a region of tiles to make part of the atlas, you have to mouse select (I tried clicking a cell and holding Shift
but it doesn't select multiple cells). The issue is that I can't seem select a non-square region.
I also tried selecting cells one at a time, adding the collision area, and then picking a new cell, and what I end up seeing is my range
of cells shift over to the new area. Do I need to re-create my tilemap source to just have contiguous regions, or is there some Godot functionality I'm missing here? FWIW, I was following this tutorial to get up and running.
ANSWER
Answered 2020-Jul-31 at 17:47The region has to be a rectangle. You may want to break it up into multiple atlases plus a New Single Tile for the one at the top by itself.
QUESTION
I am attempting to divide my game world into Sectors/tiles. And identify the tile where the player/object is at depending on the player/object position. I do not have a limited world size, so the world could be of any size. The tile size is defined and constant. So, the entire world is divided into square tiles of a given dimension.
Example: If I am dividing my world into equal sized square tiles of, say 300x300.
- If the player is within positions (0,0) to (300,300), the tile number should be (0,0)
- If the player is within positions (0,0) to (300,-300), the tile number should be (0,-1)
- If the player is within positions (-300,0) to (-600,300), the tile number should be (-2,-0)
More example inputs and outputs:
Player position is (10,10), tile number should be (0,0)
Player position is (-10,10), tile number should be (-1,0)
Player position is (10,-10), tile number should be (0,-1)
Player position is (-10,-10), tile number should be (-1,-1)
Player position is (1,1), tile number should be (0,0)
Player position is (1,-1), tile number should be (0,-1)
Player position is (-1,1), tile number should be (-1,0)
Player position is (-1,-1), tile number should be (-1,-1)
Player position is (-450,100), tile number should be (-2,0)
Player position is (450,100), tile number should be (1,0)
Player position is (-450,-100), tile number should be (-2,-1)
Player position is (450,-100), tile number should be (1,-1)
I have the below code, which seems to work correctly only when X/Z is positive. Once it is on the negative side of X/Z, i am not sure how i could calculate the position.
...ANSWER
Answered 2020-May-19 at 12:18i suggest you to work with int and not FloorToInt and uses the integer division:
QUESTION
I'm trying to use JQuery to create an SVG element. The contents of the SVG is generated from a list of strings which is where I'm having my issues.
I'm populating a variable called 'arr' by looping through several hundred items in my database and creating an svg rect shaped based on that data which then gets appended to 'arr'. How can i append this list of string elements to my main SVG element in order to properly display it?
The main points here are:
- Arr is populated with a list of strings, each one representing a shape to go inside the svg
- The final Arr will be several hundreds strings
ANSWER
Answered 2020-Mar-27 at 12:36How about looping over all the elements in arr
before parsing the html:
QUESTION
I have a Problem when drawing tile-map and setting the tile width to $(window).width() / 10
and the tile height to $(window).height() / 10
The canvas drawing additional lines between every tile
Here's the code: https://jsfiddle.net/t68sgrf3/
...ANSWER
Answered 2020-Jan-03 at 17:26Here is an example with a canvas of 500x503 dimensions. Notice the height is not divisible by 10, so we get incorrect horizontal lines of the background showing through. Whereas the width is divisible by 10, and we see no such vertical lines.
QUESTION
I'm working on making a tile-map editor in C++. Right now, while a map is being edited, its attributes are stored across three vectors:
...ANSWER
Answered 2019-Nov-20 at 08:38As it already mentioned in the comments, you are trying to allocate huge amount of memory only for data.
In this case, you have to choose different data structure to store it and operate with it.
Here is a couple of the simplest tricks that you may apply in the cost of complexity of the code that operates the data:
- You have default values that seem to be meaningless. Why not to store in memory only the data that is set to true values?
- You may store in memory only visible part of data (see Here's what's happening in Horizon: Zero Dawn every time you move a camera ).
- You might have to pack your data structure and work on alignments (see Data structure alignment).
Of course, there is a case when you have to limit requirements, but that's a part of a life.
QUESTION
I am trying to create a tile-map in JavaScript/HTML with canvas. I am using two .png image files of 55 x 55 pixels for the grass and water textures.
The tiles for this game are not loading in the canvas during the arrays 'for loops'. both image files are in the same folder level as the .html page.
Any help would be greatly appreciated.
...ANSWER
Answered 2018-Oct-30 at 23:24Some points here:
You forgot to place commas in your multidimensional array.
Some places you have the var
PosY
, and in other places you haveposY
.You should wait for your images to be loaded in order to draw them.
QUESTION
So, I am building a basic tycoon game. In this game I want to have a simplex 3D generated tile-map that the player can build on. I need the tile-map to be 3D (or have a 3D appearance) because I want to be able to use some realistic shaders on the 3D models the player is going to be able to build.
At first, I thought I could combine SpriteKit and SceneKit. I would generate the 2D SKTileMapNode and then allow the player to build the 3D buildings on top of that. But that wouldn't work as well because SKTileMapNodes aren't easily pannable or zoomable.
My second idea was to build an SKTileMap randomly (which I know how to do easily) and then use that as a reference to build a 3D scene. That would allow me to have full control over what goes where, but there is a catch. Each 3D block (representing a tile in the tileMap) would be treated as a node and cause huge performance issues, Unlike SpriteKits SKTileMapNode that treats the tile-map as a single large node once it is filled with the tiles.
I would prefer to not use an isometric SKTileMap because that wouldn't allow the player to be able to pan/zoom the map and thus, reduce the depth and feel that I would like to achieve with this game.
For instance, this is what I am going for (similar in build but completely different in style)
...ANSWER
Answered 2018-Jan-25 at 14:01“Each 3D block (representing a tile in the tileMap) would be treated as a node and cause huge performance issues,”
I think your question should be “how to render a 3D tile map with good performance in Scenekit” because imo Scenekit is definitely the way to go here and it is certainly doable to prevent those “huge performance issues”.
For starters, how do you create a tile? If you use the builtin primitives you can get a huge performance increase by using a tile from a dae or obj file, or even by creating it programmatically.
If the tile is the same model throughout, you should add it only once, and then clone it for all the other tiles: https://developer.apple.com/documentation/scenekit/scnnode/1408046-clone (Note you will have to create a copy of the material and assign it to a clone to prevent it from being shared across all tiles).
Additionally, by adding them all to a single parent node, you can create a socalled flattened clone to combine all the tiles into a single node. https://developer.apple.com/documentation/scenekit/scnnode/1407960-flattenedclone which significantly reduces the number of draw calls.
If that isn’t fast enough, another option is to create the entire map programmatically. That is, create all the vertices and create a SCNGeometry based on those.
Yet another, probably blazing fast option, would be to use 4vertices to create a plane, and then use a shader and displacement map to create the tiled map.
The part about cloning and flattened clones also applies to the buildings that have the same geometry.
And just for completeness, in case that wasn't obvious, you should set the https://developer.apple.com/documentation/scenekit/scncamera/1436621-usesorthographicprojection property of the camera to true to get that isometric look.
QUESTION
I have a ggplot with one facet for each US state. I would like to arrange these facets in the shape of the US with a ragged border (ordered like the second map, but without Hawaii or Alaska).
To do this, I created a state-level factor variable that is ordered by US state, as read from left to right on a map. This factor also contains "space holders" for blank facets that I'd like to remove. I followed the advice of this post (see the Edit to the provided answer) but names(g$grobs)
is NULL, so I can't implement their answer. Any ideas what I can do?
Here is my code:
...ANSWER
Answered 2017-Feb-23 at 18:35A hack-ish option would be to create unique blank strip labels for the empty facets, so that they can be used as placeholders, but without creating any visible strip labels. It would probably also be better to use state abbreviations instead of full names, but I haven't done that here. Here's an example:
QUESTION
I compiled my libGDX project using gradlew.bat html:dist
and got a dist folder with all my assets, html.index, and other files.
I put the dist folder in a zip and uploaded it to itch.io,
The game loads fine and everything seemed to be working as it should.
But the levels are unplayable. I get an error when trying to load the Tiled Map:
But it works fine as a executable .jar file and as an android app. The html version seems to have a problem loading objects from the tiled map.
Update
I think I need to use reflection, but I'm not sure how in this case.
Code I think is the problem:
...ANSWER
Answered 2017-Jan-14 at 23:03Some minutes ago I successfully uploaded my libGDX game to itch.io. I would recommend you to upload your game as a HTML5 generated project. Make sure that you upload a ZIP with the index.html
in the root path. Maybe check if it is possible to run your game locally/on a web server.
Consider posting your html/build.gradle file or the build output for further help.
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