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Tile Class #475

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cxong opened this issue Dec 9, 2016 · 2 comments
Closed

Tile Class #475

cxong opened this issue Dec 9, 2016 · 2 comments
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@cxong
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cxong commented Dec 9, 2016

Tiles are currently defined in these places:

  • Tile type (FLOOR, WALL etc.) which also determines attributes like walkable, shootable, see-through
  • Map styles (each map has a single style/colour for floor, room and wall tiles)

To make this system more generic and flexible, introduce a TileClass object, similar to what was done with bullets and weapons. Internally and in the map format, each tile has a single class reference (or GID in Tiled parlance), and that class holds all the static attributes like walkable, colour, style and so on. This allows:

@cxong cxong added the engine label Dec 9, 2016
@cxong cxong added this to the Wishlist milestone Dec 9, 2016
@cxong cxong modified the milestones: Backlog, 0.6.8 May 7, 2018
@cxong cxong mentioned this issue May 7, 2018
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@cxong cxong modified the milestones: 0.6.9, 0.6.10 Oct 30, 2018
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cxong commented Jan 18, 2019

overlap rooms have broken somehow; need to fix

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Also fix adding tile type doesn't show in editor
cxong added a commit that referenced this issue Feb 23, 2020
Fix old static map loading #475
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Add special tiles in static map demo
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cxong commented Mar 10, 2020

Untitled
special tile types - walls that you can see through, walk through etc

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@cxong cxong closed this as completed Mar 16, 2020
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Don't check door validity when setting static tiles
@cxong cxong moved this to Done in C-Dogs SDL next release Jan 3, 2023
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