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buildMap(_platformMap); Here s the entire buildMap method: private function buildMap(map:Array):void { //Loop through all the cells in the game map for(var mapColumn:int = 0; mapColumn < MAP_COLUMNS; mapColumn++) { for(var mapRow:int = 0; mapRow < MAP_ROWS; mapRow++) { //Find out which tile ID number is in //the current cell. This will be either //"00" (a platform) or "01" (sky) var currentTile:int = map[mapRow][mapColumn]; //"-1" means that the tile destination grid will be blank //(This example doesn't use any blank tiles) if(currentTile > -1) { //Find the tile's column and row position //on the tile sheet var tileSheetColumn:uint = uint(currentTile / 10); var tileSheetRow:uint = uint(currentTile % 10); //Now the code checks what type of tile //the ID numbers says should be in the //game map's grid cell switch (currentTile) { case PLATFORM: //If it finds a match, it creates //a TileModel object var platform:TileModel = new TileModel(); platform.tileSheetColumn = tileSheetColumn; platform.tileSheetRow = tileSheetRow; platform.mapRow = mapRow; platform.mapColumn = mapColumn; platform.width = MAX_TILE_SIZE; platform.height = MAX_TILE_SIZE; platform.setX = mapColumn * MAX_TILE_SIZE; platform.setY = mapRow * MAX_TILE_SIZE; //Blit the tile from the tile sheet onto the //background bitmap using the //drawGameObject method (discussed ahead) drawGameObject(platform, _backgroundBitmapData); break;
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case SKY: //Create a TileModel object var sky:TileModel = new TileModel(); sky.tileSheetColumn = tileSheetColumn; sky.tileSheetRow = tileSheetRow; sky.mapRow = mapRow; sky.mapColumn = mapColumn; sky.width = MAX_TILE_SIZE; sky.height = MAX_TILE_SIZE; sky.setX = mapColumn * MAX_TILE_SIZE; sky.setY = mapRow * MAX_TILE_SIZE; //Blit the tile from the tile sheet onto the //background bitmap drawGameObject(sky, _backgroundBitmapData); break; } } } } } The code first checks to see if the value of _platformMap[row][column] is greater than -1. In the system I ve used for this chapter, -1 means a blank tile without any graphics. if(currentTile > -1) { This Map example doesn t use any blank tiles, so this first check is passed. (In later examples, you ll see how blank tiles are used to create empty spaces in the game world.) Next, the code needs to extract the x and y coordinates of the tile on the tile sheet from its ID number. To do this, each digit in the ID must be read individually. This is done with a little bit of help from the modulus operator (%). var tileSheetColumn:uint = uint(currentTile / 10); var tileSheetRow:uint = uint(currentTile % 10); The modulus operator is used to get the remainder of a division calculation. For example, 13 divided by 10 is 1 with a remainder of 3, which is the value returned by the modulus operator. A concrete example will give you a better idea of how this works. Let s say that the tile ID is 24. The 2 represents the tile sheet column, and the 4 represents the tile sheet row. But there s a problem: we need to extract the column number and row number, and store them as separate variables. Finding the column number is easy enough. Just divide the ID number by 10: 24 / 10 = 2
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As you can see, that s absolutely correct. The first digit of the ID 24 is 2. That s how the tileSheetColumn value is found. But how can we find the row number That s where the modulus operator can help us. It will tell us the remainder: 24 % 10 = 4 24 divided by 10 is 2, but the remainder is 4. That s perfect! The second digit of the ID 24 is 4. That exactly matches the tile sheet row number. The tileSheetColumn and tileSheetRow variables find the column and row numbers in the same way. Do these two lines of code make more sense to you now var tileSheetColumn:uint = uint(currentTile / 10); var tileSheetRow:uint = uint(currentTile % 10); Next, the code checks to see whether the currentTile ID number matches any of the ID numbers that it knows about. In this example, it knows that PLATFORM tiles equal 00 and SKY tiles equal 01. A switch statement checks for these. If it finds either of them, it creates a TileModel object. The following section looks for a PLATFORM ID number and creates the platform TileModel object. It also sets all the important properties on the TileModel object. switch (currentTile) { case PLATFORM: //Create the TileModel object var platform:TileModel = new TileModel(); ///Set the tile sheet coordinates platform.tileSheetColumn = tileSheetColumn; platform.tileSheetRow = tileSheetRow; //Set the column and row coordinates where //the tile will be displayed on the game map platform.mapRow = mapRow; platform.mapColumn = mapColumn; //Set the size of the tile to match the game s //maximum tile size value platform.width = MAX_TILE_SIZE; platform.height = MAX_TILE_SIZE; //Set the actual x and y position values of the tile on the stage platform.setX = mapColumn * MAX_TILE_SIZE; platform.setY = mapRow * MAX_TILE_SIZE;
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//Blit the tile from the tile sheet onto the //background bitmap using the //drawGameObject method (discussed ahead) drawGameObject(platform, _backgroundBitmapData); break; // } This code creates a TileModel object called platform, and sets some of its initial properties It assigns the tileSheetColumn and tileSheetRow values that we figured out earlier: platform.tileSheetColumn = tileSheetColumn; platform.tileSheetRow = tileSheetRow; It assigns its mapRow and mapColumn properties to the loop s current mapRow and mapColumn properties: platform.mapRow = mapRow; platform.mapColumn = mapColumn; It assigns its height and width values to the maximum height and width of tiles in the game: platform.width = MAX_TILE_SIZE; platform.height = MAX_TILE_SIZE; The code then sets the tile s actual x and y stage position: platform.setX = mapColumn * MAX_TILE_SIZE; platform.setY = mapRow * MAX_TILE_SIZE; This bit of code highlights a very important calculation. If you multiply the size of the tile by the current column or row number, you can find its x and y positions on the stage. For example, we know that the tile size is 64. If the tile is at column number 6 and row number 3, you can find its x and y positions like this: x = 6 * 64 x = 384 y = 3 * 64 y = 192 That turns out to be a very important fact, as you shall soon see. But there s also a flip side to this. If you know an object s x and y positions, you can also find out which map column and map row it s in. Just divide the x and y positions by the tile size. For example, let s take the x and y values we just looked at. x = 384 y = 192 Divide these numbers by the tile size, which is 64.
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