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All the code that we ve looked at so far in this chapter is from the Map.as application class. It forms the core of our tile-based game engine, so it s very important that you see all the code in its full context. package { import import import import import import
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flash.events.Event; flash.display.*; flash.geom.Point; flash.geom.Rectangle; com.friendsofed.utils.*; com.friendsofed.gameElements.primitives.*;
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[SWF(width="640", height="512", backgroundColor="#FFFFFF", frameRate="60")] public class Map extends Sprite { private const MAX_TILE_SIZE:uint = 64; private const MAP_COLUMNS:uint = 10; private const MAP_ROWS:uint = 8; //The PLATFORM and SKY constants define //the position of tile images in the tile sheet private const PLATFORM:uint = 00; private const SKY:uint = 10; private var _platformMap:Array = [ [10,10,10,10,10,10,10,10,10,10], [00,00,10,10,10,10,10,10,10,10], [10,10,10,10,10,10,00,00,00,10], [10,10,10,00,00,10,10,10,10,10], [10,10,10,10,10,10,10,10,10,10],
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[10,10,00,00,00,00,00,10,10,10], [10,10,10,10,10,10,10,10,10,10], [00,00,00,00,00,00,00,00,00,00] ]; //Create a blank BitmapData object as the canvas for this bitmap private var _backgroundBitmapData:BitmapData = new BitmapData(stage.stageWidth, stage.stageHeight, true, 0); private var _backgroundBitmap:Bitmap = new Bitmap(_backgroundBitmapData); //Tile sheet //Variables required to display the tile sheet bitmap [Embed(source="../../images/tileSheet.png")] private var TileSheet:Class; private var _tileSheetImage:DisplayObject = new TileSheet(); private var _tileSheetBitmapData:BitmapData = new BitmapData ( _tileSheetImage.width, _tileSheetImage.height, true, 0 ); //Status box private var _statusBox:StatusBox = new StatusBox; public function Map():void { //Draw the tile sheet _tileSheetBitmapData.draw(_tileSheetImage); //Add the stage bitmap. //This displays the contents of the _backgroundBitmapData. //It will be updated automatically when //the _backgroundBitmapData is changed addChild(_backgroundBitmap); //Run the buildMap method to convert the //map's array data into a visual display buildMap(_platformMap); //Display the status box addChild(_statusBox); _statusBox.text = "MAP:"; _statusBox.text += "\n" + "TILE SIZE: " + MAX_TILE_SIZE; _statusBox.text += "\n" + "MAP_ROWS: " + MAP_ROWS; _statusBox.text += "\n" + "MAP_COLUMNS: " + MAP_COLUMNS; }
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//Create tile models and map them to the //correct positions on the tile sheet 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 number 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 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; } } } } } //Basic blit method private function drawGameObject ( tileModel:TileModel, screen:BitmapData ):void { var sourceRectangle:Rectangle = new Rectangle ( tileModel.tileSheetColumn * MAX_TILE_SIZE, tileModel.tileSheetRow * MAX_TILE_SIZE, tileModel.width, tileModel.height ); var destinationPoint:Point = new Point ( tileModel.xPos, tileModel.yPos );
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screen.copyPixels ( _tileSheetBitmapData, sourceRectangle, destinationPoint, null, null, true ); } } } Spend as much time as you need to understand how the Map example works before moving on to the more complex examples ahead. It s the heart of the tile-based game engine we re using in this chapter. If you re thinking of making your own tile-based game, now might be a good time to take a short break from reading to see if you can create your own game world map using these techniques.
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