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Hi friends,

i got one query and would like to share with you, working on a tower defense type game. A while ago I posted asking about maze logic and was kindly directed towards A-star pathfinding. It is perfect. I understand the concept and it makes sense. Now the problem I am having is how to do the tile-based map?

I'm having a hard time wrapping my head around it. I just want to do a straight square map comprised of squares. I realize a 2D Array would probably be the best way just such as:

int[][] map = new int[100][100]

where would be 100 x 100 tiles. I can then populate the array with numbers ie 0 = walkable, 1 = unwalkable. I can have my A* algorithm return the set of tiles to move to.

My problem is that I don't want my game to be in pixels and I'm having a hard time understanding how to make the game appear tile based and large enough to be playable? ie. 1

tile = 30x30 pixels. If we are looking at it in terms of model and view, I understand the model part, but I am having a hard time translating to the view? How do I create a tile based view so that the user can only place towers on a tile(the mouse click location could be any point inside the tile)?

Also, how would I keep the enemy units moving smoothly
between tiles and not just jumping to the center of each tile?

your answers would be greatly appreciated.

Thanks
Jay

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Last Post by SlayingSoul
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Not sure what exactly the problem is with the tiles? From what I can work out, you've already got a 2D layout, correct? Which is what you -wanted- in the first place, so what's the problem? If you're asking how to make it so that towers can only be placed in tiles, easy -- just code it that way? I'm not wholly sure what you're having trouble with, but if you mean how to have some tiles able to place a tower upon it and some -unable- to have a tower placed on it, then just do the same thing as for walkable.

As for moving smoothly between the tiles, just have the x and y values of the enemies/creeps incrementing or decrementing until they reach the intended square, then resume with that until they reach the end of their path altogether.

SS

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