![]() Getting Started: Essential Variables and Creating the Player I did this because, in my opinion, it gives the map more 'texture' and makes it more interesting. Another horizontal and vertical tunnel pair are created to connect the third room to the second room.Ĩ The process continues until their maximum number of rooms has been reached. ![]() The tunnels intersect, creating a single tunnel with a 90 degree bend in it (assuming that the position of the rooms requires such a bend.ħ. These tunnels will have their starting and ending coordinates determined by the position of the rooms they are connecting.ĥ. We then create two tunnels, a horizontal one, and a vertical one.Ĥ. ![]() Following the same parameters we make the second roomģ. Given certain parameters we create the first room, and we place the player at the center of itĢ. We then carve out rooms and tunnels as floor tiles. ![]() For the sake of the map, we treat this arrangement like a grid, although the player is not restricted to grid-like movements.Īt the very beginning of rendering, we will cover the map in wall tiles. To allow for better complexity in the map, the wall tiles are 16x16 pixels, and the floor tiles are 32x32 pixels. Some tiles are floor tiles, which the player can move over, and others are wall tiles, which the player cannot move over. The basic idea here is that we use tiles to create the map.
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