How to create data structures for tile based games?

How to create data structures for tile based games?

Once you have defined the structure for your tiles, you need to create a ‘board’ to represent the map. The simplest implementation would be a grid-like tile approach. A 2D array can be used, where one dimension represents the ‘x-axis’ and the other represents the ‘y-axis’.

What’s the best way to store tile images?

Some popular games that use this technique are Super Mario Bros, Pacman, Zelda: Link’s Awakening, Starcraft, and Sim City 2000. Think about any game that uses regularly repeating squares of background, and you’ll probably find it uses tilemaps. The most efficient way to store the tile images is in an atlas or spritesheet.

How are tiles and tilemaps rendered in a game?

One simple technique consists of pre-rendering the map in a canvas on its own (when using the Canvas API) or on a texture (when using WebGL), so tiles don’t need to be re-drawn every frame and rendering can be done in just one blitting operation.

Which is the most important part of a tile map system?

The most important part of a tile-map system is the tiles itself. This is where you’ll define most of your data and information. Most of your game logic will somehow interact with the tile map. Depending on the game, each implementation will be different but I will you show you a basic implementation.

What do you call a grid of tiles?

For the purpose of this tutorial, we will refer to each ‘grid’ as a tile. Typically these tiles are smaller pieces of the board or map, and when put together, they represent the ‘game world’.

How can I acheive a smooth 2D lighting effect?

Okay here is one very simple method to create some simple and smooth 2D lightning, render in three passes: Pass 1: the game world without lightning. Combination of the 1. and 2. pass which is displayed on the screen. In pass 1 you draw all the sprites and the terrain.