2D Tile Engine!

Yay!

Just a few demos using only 10×10 tiles:

How it happens:
A 10×10 tile is created using a boolean array:

for(int i=0;i<10;i++){
 for(int j=0;j<10;j++){
 tiles[i,j] = (Random.Range(0.0f,1.0f)>=0.5f);
 }
 }

Then each tile checks its surrounding tiles and records the environment status into a flag:

byte getFlagsForTile(int i, int j){
 byte result = 0;
 int curPos = 0;
 for(int k=-1;k<=1;k++){
 for(int l=-1;l<=1;l++){
 if(!(k==0&&l==0)){
 if(hasTile(i+k,j+l))
 result|=(byte)(1<<curPos);
 curPos++;
 }
 }
 }
 return result;
 }

Based on this flag system:

So if the flag’s first bit is 1, that means there’s a tile on the lower right of this tile.

Using the flag as a guide, the tile can then pick its graphics from this sprite sheet:

 

That’s it … also I will use the flag information to generate collision.

Comments

snowyowl
30. Apr 2011 · 12:49 UTC
Wow. That is an awesome sprite sheet.