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December 14, 2015 16:19
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More efficient way to handle map generation
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BaseBackground = ig.Class.extend({ | |
init: function () { | |
this.map = new MapTiles(); | |
}, | |
draw: function () { | |
if (this.map.tilesLoaded()){ | |
this.drawMap(); | |
} | |
}, | |
drawMap: function () { | |
for (var j = 0 ; j < this.MAP.length ; j++){ | |
for (var i = 0 ; i < this.MAP[j].length ; i++){ | |
var tile = parseInt(this.MAP[j][i]); | |
var currentTile = this.getCurrentCoords(j, i) | |
this.map.tileMap[this.MAP[j][i]].draw(currentTile.x, currentTile.y); | |
var shadowTile = this.SHADOW[j][i]; | |
if (shadowTile > 0){ | |
var shadowList = SHADOW_DEF[shadowTile](this); | |
for (var k = 0 ; k < shadowList.length ; k++){ | |
shadowList[k].draw(currentTile.x, currentTile.y); | |
} | |
} | |
} | |
} | |
}, | |
drawExtra: function () { | |
for (var i = 0 ; i < this.miscTiles.length ; i++){ | |
var tileObj = this.miscTiles[i][0]; | |
var coords = this.miscTiles[i][1]; | |
var tileCoords = this.getCurrentCoords(coords[0], coords[1]); | |
tileObj.draw(tileCoords.x, tileCoords.y - 65); | |
} | |
}, | |
getCharCoords: function (j, i){ | |
var currentTile = this.getCurrentCoords(j, i); | |
currentTile.y -= 50; | |
return currentTile; | |
}, | |
getCurrentCoords: function (j, i){ | |
return {x: (i*100)-25, y: (j*82)+27}; | |
}, | |
checkBelowTile: function (j, i){ | |
if (j > 4){ | |
return true; | |
} | |
return parseInt(this.COLLISION[j+1][i]) > 0; | |
}, | |
checkAboveTile: function (j, i){ | |
if (j === 0){ | |
return true; | |
} | |
return parseInt(this.COLLISION[j-1][i]) > 0; | |
}, | |
checkRightTileForShadow: function (j, i) { | |
if (this.checkRightTile(j, i)){ | |
return parseInt(this.MAP[j][i+1]) > 7; | |
} | |
return parseInt(this.COLLISION[j][i+1]) > 0; | |
}, | |
checkLeftTileForShadow: function (j, i) { | |
if (this.checkLeftTile(j, i)){ | |
return parseInt(this.MAP[j][i-1]) > 7; | |
} | |
return parseInt(this.COLLISION[j][i-1]) > 0; | |
}, | |
checkRightTile: function (j, i) { | |
if (i > 9){ | |
return true; | |
} | |
return parseInt(this.COLLISION[j][i+1]) > 0; | |
}, | |
checkLeftTile: function (j, i) { | |
if (i === 0){ | |
return true; | |
} | |
return parseInt(this.COLLISION[j][i-1]) > 0; | |
}, | |
tilesLoaded: function () { | |
if (!this.map.loaded){ | |
for (var i ; i < this.tileMap.length ; i++){ | |
if (!this.map.tileMap.loaded){ | |
return false; | |
} | |
} | |
} | |
this.map.loaded = true; | |
return true; | |
} | |
}); | |
GrassBackground = BaseBackground.extend({ | |
MAP: [ | |
"7777777777", | |
"7777777777", | |
"7777777777", | |
"0000000004", | |
"0000000004", | |
"0000000004" | |
], | |
COLLISION: [ | |
"1111111111", | |
"1111111111", | |
"1111111111", | |
"1000000001", | |
"1000000001", | |
"1000000001" | |
], | |
SHADOW: [ | |
"0000000000", | |
"0000000000", | |
"0000000000", | |
"0000000000", | |
"0000000000", | |
"0000000000" | |
], | |
init: function () { | |
this.parent(); | |
this.miscTiles = []; | |
}, | |
}); |
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