• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
FatManatee

Event in the 2D Tile Map

4 posts in this topic

Hi, i'm a beginner and i try to build a 2D Game using <canvas> element and JavaScript.
I create a map and a character.. now, i use the keyboard to move a character in the map, but i have many question.

What is the theory for collisions and event?

I build a map so:

[CODE]
var map = {
[0, 0, 0],
[0, 1, 1],
[0, 0, 1]
}
[/CODE]

For example, 0 is water, and 1 is grass. My class render the canvas with this matrix, associating the values with the images.
The problem is: my character, walking in the water!

Should I create a new matrix? For example:
[CODE]
var map = {
[{0, event}, {0, event}, {0, event}],
[{0, event}, {1, event}, {1, event}],
[{0, event}, {0, event}, {1, event}]
}
[/CODE]

...is the correct way?
I don't find any tutorial for solve this problem!

Thanks ^^
0

Share this post


Link to post
Share on other sites
AABB collision detection is pretty straight forward.

You just check if object A is "inside" of object B, and if so, take according action.
What you want to be careful of though is to not iterate through more tiles then you need to. It's a waste of RAM and not needed, you only want to check vs the adjuncent tiles, in other words, only the tiles that your character have any chance of colliding with.

Something like:
[CODE] var startx = entity.x / tilewidth;
var endx = entity.x / tilewidth + entity.w;
var starty = entity.y / tileheight;
var endy = entity.y / tileheight + entity.h;

for (var y = starty; y <= endy; y++)
{
for (var x = starx; x <= endx; x++)
{
if (map[y][x].type === collidable)
{
// do something fun :-)
}
}
}[/CODE]

I am at work now but this psuedocode should hopefully get you started [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]

Edit* also, I'm unsure of what events you are reffering to outside of collisiondetection but you should be able to invoke any event you want in the loop. Also you can adjust start and end x/y choords if need be. Edited by AlanSmithee
0

Share this post


Link to post
Share on other sites
Sure, it's simple. ^^

Next question, i create a class Tile and class Item.
[CODE]
Tile {
this.with;
this.height;
this.item = new item;
}
Item {
this.with;
this.height;
this.x;
this.y;
}
[/CODE]

So, collidable == true if the next position of my character is in the item's area.

[b]Example:[/b]
The tile represents grass with one rock; the rock is a Item().

[quote]
Collidable == true if:

Item(x) <= EnityNextPosition(x) < item(x) + item.width
&&
Item(y) <= EnityNextPosition(y) < item(y) + item.height
[/quote]

This is my general idea for manage all events.
The question is: is a good idea? Or exist better solutions? I'm afraid of wasting a lot of ram!

I'm at work too, sorry for my bad post. XD
0

Share this post


Link to post
Share on other sites
If it's your first project one simple approach you could take is having the tile contain all the relevant information, with id's for events and items.


[color=#660066]Tile[/color][color=#000000]
[/color][color=#666600]{[/color]
[color=#000000] this.texture;
this.itemId;
this.eventId;
this.walkable; [/color]
[color=#666600]}[/color]

[color=#666600]Then you code it so that when trying to move to a tile that isn't walkable the game prevents you. When entering a title if it has a valid eventId it calls that event from a global event list. Like wise if there is an item in that tile you can pick it up moving from the tile into the characters inventory. I wouldn't worry about having sizes in there for now and just make everything 1 tile in size. Larger objects and areas can be made by having parts assigned to different tiles. so a lake might be made up for 5 tiles, but each tile only knows about itself.[/color]
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0