Scrolling tile maps with Hollywood
Scrolling tile maps with Hollywood
Hi all,
I added a function to render scrolling tile maps into my framework.
I made a simple demo to show off it's functionality. I was lazy, so random map is generated. Could you test it with AmigaOS4 and MorphOS? Please give me information on how it performs and if you find any bugs.
Demo available here.
I added a function to render scrolling tile maps into my framework.
I made a simple demo to show off it's functionality. I was lazy, so random map is generated. Could you test it with AmigaOS4 and MorphOS? Please give me information on how it performs and if you find any bugs.
Demo available here.
Re: Scrolling tile maps with Hollywood
I will try to get my AmigaOS4 machine running again in near future, so I can use the latest version of the Hollywood. I wonder, if support for hardware brushes would help performance...
Re: Scrolling tile maps with Hollywood
Hi,
here on a Powerbook G4/1.67GHz under MorphOS I have around 14-16 fps.
No bugs encountered.
here on a Powerbook G4/1.67GHz under MorphOS I have around 14-16 fps.
No bugs encountered.
- airsoftsoftwair
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- Joined: Fri Feb 12, 2010 2:33 pm
- Location: Germany
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Re: Scrolling tile maps with Hollywood
Tried it... the tiles are currently all messed up and do not show any level layout but I think that's intended. Concerning speed, I'd say that hardware brushes and a hardware double buffer should really speed things up here significantly.
Re: Scrolling tile maps with Hollywood
Yep, the demo just creates the map using:airsoftsoftwair wrote:Tried it... the tiles are currently all messed up and do not show any level layout but I think that's intended.
Code: Select all
dim map[20][20]
For Local row = 0 To 20-1
For Local col = 0 To 20-1
map[row][col] = Point:new( { x = Rnd(7) + 1, y = Rnd(5) } )
Next
Next
We just need to define the tile rectangle, map rectangle, view port rectangle and position offset point for the view port rectangle.
To draw the tile map, we call the drawing function with the above information and with our position on the tile map. That's all what is needed...
Code: Select all
game.buffer:drawtilemap(map, mapr, tiler, vpr, vprpos, pos)
Re: Scrolling tile maps with Hollywood
I updated the package, please test.
- Added support for the hardware double buffer and hardware brushes
- Added support for the hardware double buffer and hardware brushes
- airsoftsoftwair
- Posts: 5895
- Joined: Fri Feb 12, 2010 2:33 pm
- Location: Germany
- Contact:
Re: Scrolling tile maps with Hollywood
Tried it, it's clearly faster than the old version. Maybe about 6 fps faster here on Pegasos 2.
Re: Scrolling tile maps with Hollywood
Demo download updated to show the current capability.
I can now also support collision rectangles on maps.
I can now also support collision rectangles on maps.
Re: Scrolling tile maps with Hollywood
Here is a Windows binary for the demo of the current status of my tilemap engine.
- Uses three tile sets
- Uses three maps layered to look as one.
- Uses separate view ports for each map.
- Uses three tile sets
- Uses three maps layered to look as one.
- Uses separate view ports for each map.
Re: Scrolling tile maps with Hollywood
Here is a demo for Windows showing the current status of my support routines for scrolling tile based games.
Sorry, ground collisions only now, the platform collisions will follow later. Uses real layered tile map with collision detection done using collision rectangles and collision points. Collision maps could easily be supported also.
Have fun!
Sorry, ground collisions only now, the platform collisions will follow later. Uses real layered tile map with collision detection done using collision rectangles and collision points. Collision maps could easily be supported also.
Have fun!