- Top Down
- Side Scroller
- Dungeon Scroller
Viewport
Tilemap
The tilemap consists of any number of layers. The layer maximum must be provided to the game engine upon initialization. Layer are arranged from 0 to the maximum. 0 being the lowest layer and drawn first. Memory is allocated per layer based on the number of rows and columns in the tilemap. Only tiles with a grid if of non zero are drawn. Tilesets for the tilemap are aligned in a grid with the first grid id being 1. The sequence follows the rows, not columns, meaning in a 10x10 grid, grid ids 1-10 are on the first row.
Sprites
Sprites can be drawn at any z depth. If a sprite is drawn on the same level as a tilemap layer, it is drawn after that tilemap layer.
Z Depth
Z depth determines the draw order. This is essentially the third dimension in our 2d game engine. Each layer of a tilemap should be a different z depth as two tilemap layers will overwrite each other.
In the above picture the cave is drawn at a higher z depth so it is drawn over the player character.
In the above picture the cave front is drawn at a lower z depth than the player character. Also, the path to the entrance is drawn at a lower level so that it looks like the player character is walking on the gravel tiles and standing in front of the cave.
Background
I debated having anything to do with a background. A background could easily be implemented as a single sprite that was as big as the viewport. I decided that managing this within the engine would be beneficial. I wanted to reduce the amount of code that a game developer would have to use and adding small things like this would help in faster deployment of new games. The engine will decide what bounds of the sprite to draw based on where the viewport is. This does, however, introduce the idea of a world into the engine design. Since the background I wish to provide is one where the viewport can show all of it or part of it, the engine must know the size of the world in pixels.
I hope to upload some code in the next blog entry.
No comments:
Post a Comment