Tile maps
by J Sears · in Torque Game Builder · 11/22/2006 (12:44 pm) · 4 replies
I had a question on working with tile maps. I can see how to get a tile by a mouse click. What I was wondering is how without any player interaction can you work with specific tiles just with script. For other objects I'd do a search through scene objects to get the one I wanted, but I don't know how to do that for tiles in a tilemap.
Basically I'm trying to deal out cards to players, and each round will be more cards dealt. In my freecell game I just used mount points then mounted to the cards since the amount of cards would always be the same. But with this deal I'm trying to use a tile map so that each round I can easily move the starting card over to keep the cards centered for the player.
Basically I'm trying to deal out cards to players, and each round will be more cards dealt. In my freecell game I just used mount points then mounted to the cards since the amount of cards would always be the same. But with this deal I'm trying to use a tile map so that each round I can easily move the starting card over to keep the cards centered for the player.
#2
I want to be able to change which tile the first card gets delt to for each player each time to keep the cards centered. I have started to figure out how to do it with a bunch of blank scene objects as mount points, if there's no easy way to get a list of tiles in script I will just do it that way
All the references I found in the TDN talk about tilelayers creating new ones all that.
11/22/2006 (6:04 pm)
I wanted to set up 6 different tile spots for the different players cards, and wanted to be able to do a search in script while the game was running for the different tiles so I could place the cards in them. Would be a pain to have to get the x y from the game builder and then hardcode in everyone.I want to be able to change which tile the first card gets delt to for each player each time to keep the cards centered. I have started to figure out how to do it with a bunch of blank scene objects as mount points, if there's no easy way to get a list of tiles in script I will just do it that way
All the references I found in the TDN talk about tilelayers creating new ones all that.
#3
0 0
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Check out this reference. What you're trying to do is largely still a mystery to me. I don't understand what you mean by needing to get the x y and hardcoding it. You can change which tile to put cards in by keeping some var somewhere contains the vector to the next tile to access.
11/23/2006 (9:08 pm)
What do you mean by getting a "list of tiles" in script? If you had a 2x2 tile map your list of tiles is:0 0
0 1
1 0
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Check out this reference. What you're trying to do is largely still a mystery to me. I don't understand what you mean by needing to get the x y and hardcoding it. You can change which tile to put cards in by keeping some var somewhere contains the vector to the next tile to access.
#4
My original question that I guess was misleading was saying I needed to be able to know what the tiles were so each new card that got dealt out I could move 1 tile to the left for first card delt just to keep the cards centered in the screen.
I still haven't decided if this task is easiest with tilemaps or with mounts for a couple reasons but thank you for that help I really didn't think that it was as easy as 00 01 02 etc
12/04/2006 (10:14 am)
Well I guess that pretty much answers what I was trying to figure out, if the tiles are always numbered the same for every tile map it would be easy I think. I was just trying to make 6 1x20 tile maps to deal the cards to and then when the player clicked on a card if it was a valid card to play take that card from the tile and move it to the center and move all the cards over to fill the spot.My original question that I guess was misleading was saying I needed to be able to know what the tiles were so each new card that got dealt out I could move 1 tile to the left for first card delt just to keep the cards centered in the screen.
I still haven't decided if this task is easiest with tilemaps or with mounts for a couple reasons but thank you for that help I really didn't think that it was as easy as 00 01 02 etc
Torque Owner Ben R Vesco