Tilemaps allow for easy level construction and fast collisions. You can even use them for some games instead of entities (tetris comes to mind)
Direction constants used for autotile
const (
top* = 1
right* = 2
bot* = 4
left* = 8
)
struct Tilemap
type Tilemap* = struct {
atlas: atlas.Atlas
pos: th.Vf2
w: th.uu // width of tilemap
cells: []th.uu // all cells (this will draw the tile in tiles with number in cells - 1)
collMask: []bool // if true, the tile collides
scale: th.fu
}
Tilemap struct
fn mk
fn mk*(cells: []th.uu, w: th.uu, at: atlas.Atlas, scale: th.fu = 1): Tilemap {
fn Tilemap.edit
fn (t: ^Tilemap) edit*(x, y, tile: int) {
Sets tile at [x, y] to tile.
fn Tilemap.draw
fn (t: ^Tilemap) draw*() {
Draws the tilemap.
fn Tilemap.getColl
fn (t: ^Tilemap) getColl*(e: ent.Ent, ic: ^th.Vf2, pos: ^th.Vf2): bool {
Checks whether e
collides with any of the tiles in t
, which are in the
collmask.
ic
[out] - the position where a collision occuredpos
[out] - coordinates of a tile where a collision occured
Note: While there may be multiple collisions with a tilemap, this function will only return one.
fn Tilemap.autotile
fn (t: ^Tilemap) autotile*(src, tileCfg: []th.uu, tile: th.uu) {
Autotile turns all tile
tiles in src
into tiles in tileCfg
, so they
follow up correctly. tileCfg
is an array of 16 tiles. They are placed in
a way where OR of all the places where the tile continues (top, right bot,
right). The constants for them are defined in this file. Example:
tileCfg[top | bot] = 21
top | bot would look something like this: |