Optimizada la carga del mapa

This commit is contained in:
2022-09-24 11:05:22 +02:00
parent 45f9a5b494
commit 911061899d
17 changed files with 369 additions and 309 deletions

View File

@@ -1,3 +1,4 @@
tilemap=01.tmx
tileset_img=surface.png tileset_img=surface.png
enemy_file=01.ene enemy_file=01.ene
bgColor1=0,171,159 bgColor1=0,171,159
@@ -9,10 +10,6 @@ room_down=0
room_left=04.map room_left=04.map
room_right=02.map room_right=02.map
[tilemap]
01.tmx
[/tilemap]
[actors] [actors]
[diamond] [diamond]

View File

@@ -1,3 +1,4 @@
tilemap=02.tmx
tileset_img=surface.png tileset_img=surface.png
enemy_file=02.ene enemy_file=02.ene
bgColor1=0,171,159 bgColor1=0,171,159
@@ -8,11 +9,3 @@ room_up=0
room_down=03.map room_down=03.map
room_left=01.map room_left=01.map
room_right=05.map room_right=05.map
[tilemap]
02.tmx
[/tilemap]
[actors]
[/actors]

View File

@@ -1,7 +1,41 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<map version="1.9" tiledversion="1.9.2" orientation="orthogonal" renderorder="right-down" width="40" height="30" tilewidth="8" tileheight="8" infinite="0" nextlayerid="5" nextobjectid="1"> <map version="1.9" tiledversion="1.9.2" orientation="orthogonal" renderorder="right-down" width="40" height="30" tilewidth="8" tileheight="8" infinite="0" nextlayerid="6" nextobjectid="1">
<tileset firstgid="1" source="surface.tsx"/> <tileset firstgid="1" source="surface.tsx"/>
<tileset firstgid="5626" source="tile_class.tsx"/> <tileset firstgid="5626" source="tile_class.tsx"/>
<layer id="5" name="estatico" width="40" height="30">
<data encoding="csv">
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,2176,2177,2178,2179,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,2251,2252,2253,2254,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,2326,2327,2328,2329,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,2401,2402,2403,2404,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
</data>
</layer>
<layer id="4" name="fondo" width="40" height="30"> <layer id="4" name="fondo" width="40" height="30">
<data encoding="csv"> <data encoding="csv">
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
@@ -22,7 +56,6 @@
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2031,2032,2033,2034,2035,2036,2037,2038,2039,2040,2041,2042,2043,2044,2045,2046,2047,2048,2049,2050,2051,2052,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2031,2032,2033,2034,2035,2036,2037,2038,2039,2040,2041,2042,2043,2044,2045,2046,2047,2048,2049,2050,2051,2052,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2106,2107,2108,2109,2110,2111,2112,2113,2114,2115,2116,2117,2118,2119,2120,2121,2122,2123,2124,2125,2126,2127,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2106,2107,2108,2109,2110,2111,2112,2113,2114,2115,2116,2117,2118,2119,2120,2121,2122,2123,2124,2125,2126,2127,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2181,2182,2183,2184,2185,2186,2187,2188,2189,2190,2191,2192,2193,2194,2195,2196,2197,2198,2199,2200,2201,2202,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2181,2182,2183,2184,2185,2186,2187,2188,2189,2190,2191,2192,2193,2194,2195,2196,2197,2198,2199,2200,2201,2202,0,
@@ -33,6 +66,7 @@
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2557,2558,2559,2560,2561,2562,2563,2564,2565,2566,2567,2568,2569,2570,2571,2572,2573,2574,2575,2576,2577,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2557,2558,2559,2560,2561,2562,2563,2564,2565,2566,2567,2568,2569,2570,2571,2572,2573,2574,2575,2576,2577,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
</data> </data>
</layer> </layer>

View File

@@ -1,3 +1,4 @@
tilemap=03.tmx
tileset_img=surface.png tileset_img=surface.png
enemy_file=03.ene enemy_file=03.ene
bgColor1=143,86,59 bgColor1=143,86,59
@@ -7,11 +8,3 @@ room_up=02.map
room_down=0 room_down=0
room_left=0 room_left=0
room_right=06.map room_right=06.map
[tilemap]
03.tmx
[/tilemap]
[actors]
[/actors]

View File

@@ -1,3 +1,4 @@
tilemap=04.tmx
tileset_img=surface.png tileset_img=surface.png
bgColor1=255,90,100 bgColor1=255,90,100
bgColor2=255,255,100 bgColor2=255,255,100
@@ -7,7 +8,3 @@ room_up=0
room_down=04.map room_down=04.map
room_left=04.map room_left=04.map
room_right=01.map room_right=01.map
[tilemap]
04.tmx
[/tilemap]

View File

@@ -1,8 +1,8 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<map version="1.9" tiledversion="1.9.2" orientation="orthogonal" renderorder="right-down" width="40" height="30" tilewidth="8" tileheight="8" infinite="0" nextlayerid="4" nextobjectid="1"> <map version="1.9" tiledversion="1.9.2" orientation="orthogonal" renderorder="right-down" width="40" height="30" tilewidth="8" tileheight="8" infinite="0" nextlayerid="5" nextobjectid="1">
<tileset firstgid="1" source="surface.tsx"/> <tileset firstgid="1" source="surface.tsx"/>
<tileset firstgid="5626" source="tile_class.tsx"/> <tileset firstgid="5626" source="tile_class.tsx"/>
<layer id="3" name="fondo" width="40" height="30"> <layer id="4" name="estatico" width="40" height="30">
<data encoding="csv"> <data encoding="csv">
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
@@ -12,6 +12,48 @@
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2176,2177,2178,2179,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2251,2252,2253,2254,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2326,2327,2328,2329,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2401,2402,2403,2404,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
</data>
</layer>
<layer id="3" name="fondo" width="40" height="30">
<data encoding="csv">
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,2551,2552,2553,2554,2555,2556,2557,2558,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,2626,2627,2628,2629,2630,2631,2632,2633,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,2701,2702,2703,2704,2705,2706,2707,2708,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,2776,2777,2778,2779,2780,2781,2782,2783,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2551,2552,2553,2554,2555,2556,2557,2558,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2626,2627,2628,2629,2630,2631,2632,2633,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2701,2702,2703,2704,2705,2706,2707,2708,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2776,2777,2778,2779,2780,2781,2782,2783,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
@@ -19,14 +61,6 @@
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
2033,2034,2035,2036,2037,2038,2039,2040,2041,2042,2043,2044,2045,2046,2047,2048,2049,2050,2051,2052,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
2108,2109,2110,2111,2112,2113,2114,2115,2116,2117,2118,2119,2120,2121,2122,2123,2124,2125,2126,2127,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
2183,2184,2185,2186,2187,2188,2189,2190,2191,2192,2193,2194,2195,2196,2197,2198,2199,2200,2201,2202,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
2258,2259,2260,2261,2262,2263,2264,2265,2266,2267,2268,2269,2270,2271,2272,2273,2274,2275,2276,2277,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
2333,2334,2335,2336,2337,2338,2339,2340,2341,2342,2343,2344,2345,2346,2347,2348,2349,2350,2351,2352,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
2408,2409,2410,2411,2412,2413,2414,2415,2416,2417,2418,2419,2420,2421,2422,2423,2424,2425,2426,2427,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
2483,2484,2485,2486,2487,2488,2489,2490,2491,2492,2493,2494,2495,2496,2497,2498,2499,2500,2501,2502,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
2558,2559,2560,2561,2562,2563,2564,2565,2566,2567,2568,2569,2570,2571,2572,2573,2574,2575,2576,2577,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,

View File

@@ -1,3 +1,4 @@
tilemap=05.tmx
tileset_img=surface.png tileset_img=surface.png
bgColor1=0,171,159 bgColor1=0,171,159
bgColor2=144,225,231 bgColor2=144,225,231
@@ -7,11 +8,3 @@ room_up=0
room_down=06.map room_down=06.map
room_left=02.map room_left=02.map
room_right=07.map room_right=07.map
[tilemap]
05.tmx
[/tilemap]
[actors]
[/actors]

View File

@@ -1,19 +1,53 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<map version="1.9" tiledversion="1.9.2" orientation="orthogonal" renderorder="right-down" width="40" height="30" tilewidth="8" tileheight="8" infinite="0" nextlayerid="5" nextobjectid="3"> <map version="1.9" tiledversion="1.9.2" orientation="orthogonal" renderorder="right-down" width="40" height="30" tilewidth="8" tileheight="8" infinite="0" nextlayerid="6" nextobjectid="3">
<editorsettings> <editorsettings>
<export target="05..tmj" format="json"/> <export target="05..tmj" format="json"/>
</editorsettings> </editorsettings>
<tileset firstgid="1" source="surface.tsx"/> <tileset firstgid="1" source="surface.tsx"/>
<tileset firstgid="5626" source="tile_class.tsx"/> <tileset firstgid="5626" source="tile_class.tsx"/>
<layer id="5" name="estatico" width="40" height="30">
<data encoding="csv">
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2176,2177,2178,2179,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2251,2252,2253,2254,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2326,2327,2328,2329,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2401,2402,2403,2404,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
</data>
</layer>
<layer id="4" name="fondo" width="40" height="30"> <layer id="4" name="fondo" width="40" height="30">
<data encoding="csv"> <data encoding="csv">
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2176,2177,2178,2179,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2251,2252,2253,2254,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2326,2327,2328,2329,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2401,2402,2403,2404,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,

View File

@@ -1,3 +1,4 @@
tilemap=06.tmx
tileset_img=surface.png tileset_img=surface.png
bgColor1=143,86,59 bgColor1=143,86,59
bgColor2=69,40,60 bgColor2=69,40,60
@@ -6,7 +7,3 @@ room_up=05.map
room_down=0 room_down=0
room_left=03.map room_left=03.map
room_right=0 room_right=0
[tilemap]
06.tmx
[/tilemap]

View File

@@ -1,7 +1,41 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<map version="1.9" tiledversion="1.9.2" orientation="orthogonal" renderorder="right-down" width="40" height="30" tilewidth="8" tileheight="8" infinite="0" nextlayerid="4" nextobjectid="1"> <map version="1.9" tiledversion="1.9.2" orientation="orthogonal" renderorder="right-down" width="40" height="30" tilewidth="8" tileheight="8" infinite="0" nextlayerid="5" nextobjectid="1">
<tileset firstgid="1" source="surface.tsx"/> <tileset firstgid="1" source="surface.tsx"/>
<tileset firstgid="5626" source="tile_class.tsx"/> <tileset firstgid="5626" source="tile_class.tsx"/>
<layer id="4" name="estatico" width="40" height="30">
<data encoding="csv">
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
</data>
</layer>
<layer id="3" name="fondo" width="40" height="30"> <layer id="3" name="fondo" width="40" height="30">
<data encoding="csv"> <data encoding="csv">
13,14,13,14,13,14,13,14,13,14,13,14,13,14,13,14,13,14,13,14,13,14,13,14,13,14,13,14,13,14,13,14,13,14,13,14,13,14,13,14, 13,14,13,14,13,14,13,14,13,14,13,14,13,14,13,14,13,14,13,14,13,14,13,14,13,14,13,14,13,14,13,14,13,14,13,14,13,14,13,14,

View File

@@ -1,3 +1,4 @@
tilemap=07.tmx
tileset_img=surface.png tileset_img=surface.png
bgColor1=0,171,159 bgColor1=0,171,159
bgColor2=144,225,231 bgColor2=144,225,231
@@ -6,7 +7,3 @@ room_up=08.map
room_down=0 room_down=0
room_left=05.map room_left=05.map
room_right=0 room_right=0
[tilemap]
07.tmx
[/tilemap]

View File

@@ -1,3 +1,4 @@
tilemap=08.tmx
tileset_img=surface.png tileset_img=surface.png
bgColor1=0,171,159 bgColor1=0,171,159
bgColor2=144,225,231 bgColor2=144,225,231
@@ -6,7 +7,3 @@ room_up=0
room_down=07.map room_down=07.map
room_left=10.map room_left=10.map
room_right=09.map room_right=09.map
[tilemap]
08.tmx
[/tilemap]

View File

@@ -1,3 +1,4 @@
tilemap=09.tmx
tileset_img=surface.png tileset_img=surface.png
bgColor1=0,171,159 bgColor1=0,171,159
bgColor2=144,225,231 bgColor2=144,225,231
@@ -6,7 +7,3 @@ room_up=0
room_down=0 room_down=0
room_left=08.map room_left=08.map
room_right=0 room_right=0
[tilemap]
09.tmx
[/tilemap]

View File

@@ -1,3 +1,4 @@
tilemap=10.tmx
tileset_img=surface.png tileset_img=surface.png
bgColor1=0,171,159 bgColor1=0,171,159
bgColor2=144,225,231 bgColor2=144,225,231
@@ -6,7 +7,3 @@ room_up=0
room_down=05.map room_down=05.map
room_left=10.map room_left=10.map
room_right=08.map room_right=08.map
[tilemap]
10.tmx
[/tilemap]

View File

@@ -353,25 +353,12 @@ void Game::checkIfPlayerIsAlive()
// Mata al jugador // Mata al jugador
void Game::killPlayer() void Game::killPlayer()
{ {
// if (player->getInvincible()) // Decrementa el marcador de vidas
//{
// return;
// }
board.lives--; board.lives--;
// Destruye el mapa, el jugador y los enemigos // Destruye el jugador
// delete map;
delete player; delete player;
// delete enemyEngine;
// Sonido // Crea el nuevo jugador
// JA_PlaySound(deathSound);
// setBlackScreen();
// Crea el nuevo mapa, el nuevo jugador y nuevos enemigos
// map = new Map(asset->get("01.map"), renderer, asset, itemTracker);
player = new Player(spawnPoint, renderer, asset, input, map, debug, &board.diamonds); player = new Player(spawnPoint, renderer, asset, input, map, debug, &board.diamonds);
// enemyEngine = new EnemyEngine(renderer, asset, player, map, asset->get(map->getEnemyFile()));
} }

View File

@@ -18,26 +18,37 @@ Map::Map(std::string file, SDL_Renderer *renderer, Asset *asset, ItemTracker *it
this->renderer = renderer; this->renderer = renderer;
this->itemTracker = itemTracker; this->itemTracker = itemTracker;
// Crea los objetos
load(file);
texture_tile = new LTexture(renderer, asset->get(tileset_img));
tileset_width = texture_tile->getWidth() / tile_size;
// Crea las texturas para dibujar el mapa // Crea las texturas para dibujar el mapa
map_layerBG = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT); map_layerBG = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT);
if (map_layerBG == NULL) if (map_layerBG == NULL)
{
printf("Error: map_layer0 could not be created!\nSDL Error: %s\n", SDL_GetError()); printf("Error: map_layer0 could not be created!\nSDL Error: %s\n", SDL_GetError());
}
SDL_SetTextureBlendMode(map_layerBG, SDL_BLENDMODE_BLEND);
map_layer0 = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT); map_layer0 = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT);
if (map_layer0 == NULL) if (map_layer0 == NULL)
{
printf("Error: map_layer0 could not be created!\nSDL Error: %s\n", SDL_GetError()); printf("Error: map_layer0 could not be created!\nSDL Error: %s\n", SDL_GetError());
}
SDL_SetTextureBlendMode(map_layer0, SDL_BLENDMODE_BLEND);
map_layer1 = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT); map_layer1 = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT);
if (map_layer1 == NULL) if (map_layer1 == NULL)
{
printf("Error: map_layer1 could not be created!\nSDL Error: %s\n", SDL_GetError()); printf("Error: map_layer1 could not be created!\nSDL Error: %s\n", SDL_GetError());
}
SDL_SetTextureBlendMode(map_layer1, SDL_BLENDMODE_BLEND);
// Crea los objetos
loadMapFile(file);
texture_tile = new LTexture(renderer, asset->get(tileset_img));
tileset_width = texture_tile->getWidth() / tile_size;
loadMapTileFile(asset->get(tileMapFile));
// Pinta el mapa en las texturas // Pinta el mapa en las texturas
fillMapTexture(); // fillMapTexture();
} }
// Destructor // Destructor
@@ -56,8 +67,8 @@ Map::~Map()
actors.clear(); actors.clear();
} }
// Carga las variables desde un fichero // Carga las variables desde un fichero de mapa
bool Map::load(std::string file_path) bool Map::loadMapFile(std::string file_path)
{ {
// Indicador de éxito en la carga // Indicador de éxito en la carga
bool success = true; bool success = true;
@@ -73,130 +84,8 @@ bool Map::load(std::string file_path)
printf("Reading file %s\n\n", filename.c_str()); printf("Reading file %s\n\n", filename.c_str());
while (std::getline(file, line)) while (std::getline(file, line))
{ {
// Si la linea contiene el texto [tilemap] se realiza el proceso de carga del fichero tmx
if (line == "[tilemap]")
{
do
{
std::getline(file, line);
if (line.find(".tmx") != std::string::npos)
{
std::ifstream file2(asset->get(line)); // Abre el fichero tmx
if (file2.good())
{
bool map_col_read = false;
bool map_BG_read = false;
bool map_l0_read = false;
bool map_l1_read = false;
while (std::getline(file2, line)) // Lee el fichero linea a linea
{
if (!map_BG_read)
{ // Lee lineas hasta que encuentre donde empiezan los datos del mapa
int pos = 0;
do
{
std::getline(file2, line);
pos = line.find("data encoding");
} while (pos == (int)std::string::npos);
do
{ // Se introducen los valores separados por comas en un vector
map_BG_read = true;
std::getline(file2, line);
if (line != "</data>")
{
std::stringstream ss(line);
std::string tmp;
while (getline(ss, tmp, ','))
{
tilemap_BG.push_back(std::stoi(tmp));
}
}
} while (line != "</data>");
}
if (!map_l0_read)
{ // Lee lineas hasta que encuentre donde empiezan los datos del mapa
int pos = 0;
do
{
std::getline(file2, line);
pos = line.find("data encoding");
} while (pos == (int)std::string::npos);
do
{ // Se introducen los valores separados por comas en un vector
map_l0_read = true;
std::getline(file2, line);
if (line != "</data>")
{
std::stringstream ss(line);
std::string tmp;
while (getline(ss, tmp, ','))
{
tilemap_l0.push_back(std::stoi(tmp));
}
}
} while (line != "</data>");
}
if (!map_l1_read)
{ // Lee lineas hasta que encuentre donde empiezan los datos del mapa
int pos = 0;
do
{
std::getline(file2, line);
pos = line.find("data encoding");
} while (pos == (int)std::string::npos);
do
{ // Se introducen los valores separados por comas en un vector
map_l1_read = true;
std::getline(file2, line);
if (line != "</data>")
{
std::stringstream ss(line);
std::string tmp;
while (getline(ss, tmp, ','))
{
tilemap_l1.push_back(std::stoi(tmp));
}
}
} while (line != "</data>");
}
if (!map_col_read)
{ // Lee lineas hasta que encuentre donde empiezan los datos del mapa
int pos = 0;
do
{
std::getline(file2, line);
pos = line.find("data encoding");
} while (pos == (int)std::string::npos);
do
{ // Se introducen los valores separados por comas en un vector
map_col_read = true;
std::getline(file2, line);
if (line != "</data>")
{
std::stringstream ss(line);
std::string tmp;
while (getline(ss, tmp, ','))
{
collisionmap.push_back(std::stoi(tmp));
}
}
} while (line != "</data>");
}
}
}
}
} while (line != "[/tilemap]");
}
// Si la linea contiene el texto [actor] se realiza el proceso de carga de los actores // Si la linea contiene el texto [actor] se realiza el proceso de carga de los actores
else if (line == "[actors]") if (line == "[actors]")
{ {
do do
{ {
@@ -295,13 +184,136 @@ bool Map::load(std::string file_path)
return success; return success;
} }
// Carga las variables y texturas desde un fichero de mapa de tiles
bool Map::loadMapTileFile(std::string file_path)
{
std::vector<int> tilemap;
std::string filename = file_path.substr(file_path.find_last_of("\\/") + 1);
std::string line;
std::ifstream file(file_path);
// El fichero se puede abrir
if (file.good())
{
// Procesa el fichero linea a linea
printf("Reading file %s\n\n", filename.c_str());
while (std::getline(file, line))
{ // Lee el fichero linea a linea
if (line.find("name=\"estatico\"") != std::string::npos)
{
// Salta una linea y lee la siguiente
std::getline(file, line);
std::getline(file, line);
while (line != "</data>")
{ // Procesa lineas mientras haya
std::stringstream ss(line);
std::string tmp;
while (getline(ss, tmp, ','))
{
tilemap.push_back(std::stoi(tmp));
}
// Lee la siguiente linea
std::getline(file, line);
}
fillGradientTexture(*map_layerBG);
fillMapTexture(*map_layerBG, tilemap, false);
tilemap.clear();
}
if (line.find("name=\"fondo\"") != std::string::npos)
{
// Salta una linea y lee la siguiente
std::getline(file, line);
std::getline(file, line);
while (line != "</data>")
{ // Procesa lineas mientras haya
std::stringstream ss(line);
std::string tmp;
while (getline(ss, tmp, ','))
{
tilemap.push_back(std::stoi(tmp));
}
// Lee la siguiente linea
std::getline(file, line);
}
fillMapTexture(*map_layer0, tilemap, true);
tilemap.clear();
}
if (line.find("name=\"mapa\"") != std::string::npos)
{
// Salta una linea y lee la siguiente
std::getline(file, line);
std::getline(file, line);
while (line != "</data>")
{ // Procesa lineas mientras haya
std::stringstream ss(line);
std::string tmp;
while (getline(ss, tmp, ','))
{
tilemap.push_back(std::stoi(tmp));
}
// Lee la siguiente linea
std::getline(file, line);
}
fillMapTexture(*map_layer1, tilemap, true);
tilemap.clear();
}
if (line.find("name=\"colisiones\"") != std::string::npos)
{
// Salta una linea y lee la siguiente
std::getline(file, line);
std::getline(file, line);
while (line != "</data>")
{ // Procesa lineas mientras haya
std::stringstream ss(line);
std::string tmp;
while (getline(ss, tmp, ','))
{
collisionmap.push_back(std::stoi(tmp));
}
// Lee la siguiente linea
std::getline(file, line);
}
}
}
// Cierra el fichero
printf("Closing file %s\n\n", filename.c_str());
file.close();
}
// El fichero no se puede abrir
else
{
printf("Warning: Unable to open %s file\n", filename.c_str());
return false;
}
return true;
}
// Asigna variables a partir de dos cadenas // Asigna variables a partir de dos cadenas
bool Map::setVars(std::string var, std::string value) bool Map::setVars(std::string var, std::string value)
{ {
// Indicador de éxito en la asignación // Indicador de éxito en la asignación
bool success = true; bool success = true;
if (var == "tileset_img") if (var == "tilemap")
{
tileMapFile = value;
}
else if (var == "tileset_img")
{ {
tileset_img = value; tileset_img = value;
} }
@@ -451,19 +463,11 @@ bool Map::setActor(actor_t *actor, SDL_Point *p1, SDL_Point *p2, std::string var
return success; return success;
} }
// Pinta el degradado en la textura
// Crea la textura con el mapeado de la habitación void Map::fillGradientTexture(SDL_Texture &layer)
void Map::fillMapTexture()
{ {
// Crea variables // Cambia el puntero del renderizador a la textura
SDL_Rect clip = {0, 0, tile_size, tile_size}; SDL_SetRenderTarget(renderer, &layer);
// Rellena la capa BG
{
SDL_SetRenderTarget(renderer, map_layerBG);
SDL_SetTextureBlendMode(map_layerBG, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
SDL_RenderClear(renderer);
// Dibuja el degradado de fondo // Dibuja el degradado de fondo
const float num_lines = PLAY_AREA_BOTTOM - PLAY_AREA_TOP; const float num_lines = PLAY_AREA_BOTTOM - PLAY_AREA_TOP;
@@ -475,29 +479,28 @@ void Map::fillMapTexture()
int g = bgColor1.g + ((bgColor2.g - bgColor1.g) * step); int g = bgColor1.g + ((bgColor2.g - bgColor1.g) * step);
int b = bgColor1.b + ((bgColor2.b - bgColor1.b) * step); int b = bgColor1.b + ((bgColor2.b - bgColor1.b) * step);
SDL_SetRenderDrawColor(renderer, r, g, b, 0xFF); SDL_SetRenderDrawColor(renderer, r, g, b, 0xFF);
SDL_RenderDrawLine(renderer, 0, i, 319, i); SDL_RenderDrawLine(renderer, PLAY_AREA_LEFT, i, PLAY_AREA_RIGHT, i);
} }
// Dibuja el mapeado de tiles // Vuelve a colocar el renderizador apuntando a la pantalla
for (int y = 0; y < map_height; ++y) SDL_SetRenderTarget(renderer, nullptr);
for (int x = 0; x < map_width; ++x) }
{
// Resta uno porque Tiled almacena los indices empezando de 1 en vez de 0.
// El problema es que los tiles vacios los pone como 0 y aqui pasan a ser -1
// con lo que esta pintando desde fuera de la textura
clip.x = ((tilemap_BG[(y * map_width) + x] - 1) % tileset_width) * tile_size;
clip.y = ((tilemap_BG[(y * map_width) + x] - 1) / tileset_width) * tile_size;
texture_tile->render(renderer, x * tile_size, y * tile_size, &clip);
}
tilemap_BG.clear();
}
// Rellena la capa 0 // Crea la textura con el mapeado de la habitación
void Map::fillMapTexture(SDL_Texture &layer, std::vector<int> tilemap, bool clean)
{
// Crea variables
SDL_Rect clip = {0, 0, tile_size, tile_size};
// Cambia el puntero del renderizador a la textura
SDL_SetRenderTarget(renderer, &layer);
// Limpia la textura
if (clean)
{ {
SDL_SetRenderTarget(renderer, map_layer0);
SDL_SetTextureBlendMode(map_layer0, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00); SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
SDL_RenderClear(renderer); SDL_RenderClear(renderer);
}
// Dibuja el mapeado de tiles // Dibuja el mapeado de tiles
for (int y = 0; y < map_height; ++y) for (int y = 0; y < map_height; ++y)
@@ -506,37 +509,12 @@ void Map::fillMapTexture()
// Resta uno porque Tiled almacena los indices empezando de 1 en vez de 0. // Resta uno porque Tiled almacena los indices empezando de 1 en vez de 0.
// El problema es que los tiles vacios los pone como 0 y aqui pasan a ser -1 // El problema es que los tiles vacios los pone como 0 y aqui pasan a ser -1
// con lo que esta pintando desde fuera de la textura // con lo que esta pintando desde fuera de la textura
clip.x = ((tilemap_l0[(y * map_width) + x] - 1) % tileset_width) * tile_size; clip.x = ((tilemap[(y * map_width) + x] - 1) % tileset_width) * tile_size;
clip.y = ((tilemap_l0[(y * map_width) + x] - 1) / tileset_width) * tile_size; clip.y = ((tilemap[(y * map_width) + x] - 1) / tileset_width) * tile_size;
texture_tile->render(renderer, x * tile_size, y * tile_size, &clip); texture_tile->render(renderer, x * tile_size, y * tile_size, &clip);
} }
tilemap_l0.clear(); // Vuelve a colocar el renderizador apuntando a la pantalla
}
// Rellena la capa 1
{
SDL_SetRenderTarget(renderer, map_layer1);
SDL_SetTextureBlendMode(map_layer1, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
SDL_RenderClear(renderer);
// Dibuja el mapeado de tiles
for (int y = 0; y < map_height; ++y)
for (int x = 0; x < map_width; ++x)
{
// Resta uno porque Tiled almacena los indices empezando de 1 en vez de 0.
// El problema es que los tiles vacios los pone como 0 y aqui pasan a ser -1
// con lo que esta pintando desde fuera de la textura
clip.x = ((tilemap_l1[(y * map_width) + x] - 1) % tileset_width) * tile_size;
clip.y = ((tilemap_l1[(y * map_width) + x] - 1) / tileset_width) * tile_size;
texture_tile->render(renderer, x * tile_size, y * tile_size, &clip);
}
tilemap_l1.clear();
}
// Vuelve a colocar el renderizador
SDL_SetRenderTarget(renderer, nullptr); SDL_SetRenderTarget(renderer, nullptr);
} }
@@ -553,7 +531,6 @@ void Map::render()
void Map::renderLayerBG() void Map::renderLayerBG()
{ {
// Dibuja la textura con el mapa en pantalla // Dibuja la textura con el mapa en pantalla
//SDL_Rect rect = {PLAY_AREA_X, PLAY_AREA_Y, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT};
SDL_RenderCopy(renderer, map_layerBG, nullptr, nullptr); SDL_RenderCopy(renderer, map_layerBG, nullptr, nullptr);
} }
@@ -575,7 +552,6 @@ void Map::renderLayer0()
} }
else else
{ {
// SDL_Rect rect = {PLAY_AREA_X, PLAY_AREA_Y, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT};
SDL_RenderCopy(renderer, map_layer0, nullptr, nullptr); SDL_RenderCopy(renderer, map_layer0, nullptr, nullptr);
} }
} }
@@ -584,7 +560,6 @@ void Map::renderLayer0()
void Map::renderLayer1() void Map::renderLayer1()
{ {
// Dibuja la textura con el mapa en pantalla // Dibuja la textura con el mapa en pantalla
//SDL_Rect rect = {PLAY_AREA_X, PLAY_AREA_Y, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT};
SDL_RenderCopy(renderer, map_layer1, nullptr, nullptr); SDL_RenderCopy(renderer, map_layer1, nullptr, nullptr);
} }
@@ -802,5 +777,5 @@ std::string Map::getEnemyFile()
void Map::reLoadTextures() void Map::reLoadTextures()
{ {
texture_tile->reLoad(); texture_tile->reLoad();
fillMapTexture(); // fillMapTexture();
} }

View File

@@ -44,9 +44,7 @@ private:
std::string room_right; // Identificador de la habitación que se encuentra a la derecha std::string room_right; // Identificador de la habitación que se encuentra a la derecha
std::string enemy_file; // Fichero con los enemigos para la habitación std::string enemy_file; // Fichero con los enemigos para la habitación
std::string tileset_img; // Imagen con los graficos para la habitación std::string tileset_img; // Imagen con los graficos para la habitación
std::vector<int> tilemap_BG; // Indice de los tiles a dibujar de la capa BG en la habitación std::string tileMapFile; // Fichero con el mapa de indices de tile
std::vector<int> tilemap_l0; // Indice de los tiles a dibujar de la capa 0 en la habitación
std::vector<int> tilemap_l1; // Indice de los tiles a dibujar de la capa 1 en la habitación
std::vector<int> collisionmap; // Indice con los tipos de tile de la habitación std::vector<int> collisionmap; // Indice con los tipos de tile de la habitación
LTexture *texture_tile; // Textura con los graficos de los tiles habitación LTexture *texture_tile; // Textura con los graficos de los tiles habitación
SDL_Texture *map_layerBG; // Textura para dibujar la capa BG del mapa de la habitación SDL_Texture *map_layerBG; // Textura para dibujar la capa BG del mapa de la habitación
@@ -64,8 +62,11 @@ private:
int map_height; // Alto del mapa en tiles int map_height; // Alto del mapa en tiles
int tileset_width; // Ancho del tileset en tiles int tileset_width; // Ancho del tileset en tiles
// Carga las variables desde un fichero // Carga las variables desde un fichero de mapa
bool load(std::string file); bool loadMapFile(std::string file);
// Carga las variables y texturas desde un fichero de mapa de tiles
bool loadMapTileFile(std::string file);
// Asigna variables a partir de dos cadenas // Asigna variables a partir de dos cadenas
bool setVars(std::string var, std::string value); bool setVars(std::string var, std::string value);
@@ -73,8 +74,11 @@ private:
// Asigna variables a una estructura actor_t // Asigna variables a una estructura actor_t
bool setActor(actor_t *actor, SDL_Point *p1, SDL_Point *p2, std::string var, std::string value); bool setActor(actor_t *actor, SDL_Point *p1, SDL_Point *p2, std::string var, std::string value);
// Pinta el mapa de la habitación en la textura // Pinta el degradado en la textura
void fillMapTexture(); void fillGradientTexture(SDL_Texture &layer);
// Pinta el mapa de tiles en la textura
void fillMapTexture(SDL_Texture &layer, std::vector<int> tilemap, bool clean);
public: public:
// Constructor // Constructor