2D Game - How To Create A Library Of Tiles

Apr 8, 2014

So I'd like to make like a library of tiles, and it isn't too big, which I could just call using a method, and I would specificy what information I need to get, and it would return that information.

For example, a small section of the tiles library is grass_tile, I call this library and specify what I need, and in this case let's say I need the width, or can the character enter it from north? or can the character just stand on it? So it's like a library or array, with sections of it being named by tiles, and by mentioning these tiles I can information about them.

gTile("grass","walkon") will return true, first because I specifiy grass, and yes the character can walk on grass, so it returns a boolean value of true.

gTile("stone","width") will return 16, first because I specify stone, and the stone's png image size is 16.

What I'm asking is not for how to work out if the character can walk on the tile, or read the width of a tile, but can I create like a library from which I can obtain information by giving the name of the tile, and then telling it what info I need.

If up key pressed && gTile((yTILE + 1).name(),"walkon") == true then moveChar("up")

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Java Code: import java.awt.Color;
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[code]....

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I was following a tutorial on how to make a game when i suddenly got an error concerning moving tiles. i get this error when i tried to use a and d to move:

Exception in thread "Display" java.lang.ArrayIndexOutOfBoundsException: 48600
at com.cherno.graphics.Screen.render(Screen.java:44)
at com.cherno.Game.render(Game.java:124)
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at java.lang.Thread.run(Unknown Source)

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I have three classes at work here.

The main, Game.java;

package com.cherno;
import java.awt.Canvas;
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import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.image.BufferStrategy;

[Code] .....

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[code]...

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[Code] ....

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*
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*/
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[code]...

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[Code] .....

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/**
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[Code] .....

However, this is where the first problem arises. This method is extremely slow for large maps (like 200x200 tiles). I have worked at this for very long and right now my head can't figure out how to make the loop more efficient...

Now for the next part. After that I attempt to create the bodies for the TileGroups:

//create all the groups' bodies
size = groups.size;
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for(int i = 0; i < size; i++) {
TileGroup g = groups.get(i);
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long timeCheck = TimeUtils.millis();
g.createBody(w);
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}

*Note that the printing is for debugging purposes*...

This method is probably not a problem; it is what is inside createBody(World) that is the issue...

public void createBody(World w) {
Array<Vector2> allVertices = new Array<Vector2>();
Array<Vector2> uncommonVertices = new Array<Vector2>();
System.out.print("Starting search for uncommon vertices. ");
long timeCheck = TimeUtils.millis();

[Code] .....

Most of the code is self-explanatory (with comments). My current issue is where I connect the uncommon vertices (see the printed statements). This method does not actually finish (I have let it run for several minutes and it does not complete). This is likely due to a large number of vertices (often around 3000 in a 60x60 map), but I cannot figure out how to make the loop more efficient... Because of this early failure I don't know if the rest of the method works, both physically and in theory.

All relevant classes (Tile, TileGroup, Line) are below:

private class Tile {
private Vector2[] vertices;
private TileGroup group;
public Tile(int x, int y) {
vertices = new Vector2[4];

[Code] ....

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[Code] .....

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Example: (unit = o; possible tiles = x) (assuming movement of 2).

[ ][ ][ ][ ][x][ ][ ][ ][ ]
[ ][ ][ ][x][x][x][ ][ ][ ]
[ ][ ][x][x][o][x][x][ ][ ]
[ ][ ][ ][x][x][x][][ ][ ]
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@Override
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public static void main(String[] args){
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[Code] ....

heres the methods:

REQUIRED CODE STRUCTURE: Your Opoly class must include the following methods (in addition to the Opoly constructor) and must implement the method calls as specified:

playGame - The top-level method that controls the game. No return value, no parameters. Must call drawBoard, displayReport, spinAndMove, isGameOver.

spinAndMove - spins the spinner and then advances the piece according to the rules of the game. No return value, no parameters. Must call spin and move.

spin - generates an integer value from 1 to 5 at random- all equally likely. Returns an integer, no parameters.

move - advances the piece according to the rules of the game. No return value, takes an integer parameter that is a value from 1 to 5.

isGameOver - checks if game termination condition has been met. Returns true if game is over, false otherwise. No parameters.

drawBoard - draws the board using *'s and an o to mark the current board position. Following each board display you should also report the current reward. No return value, no parameters.

displayReport - reports the end of the game, and gives the number of rounds of play, and the final reward. No return value, no parameters.

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[Code] .... 

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