Advertisement
Guest User

Untitled

a guest
Jan 2nd, 2017
351
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
BlitzMax 22.91 KB | None | 0 0
  1.  
  2. number_of_different_tiles = 334 'add 1 to this number when adding a new tile image
  3. num_of_animated_tiles = 14
  4.  
  5. Global groundtile:Tgroundtile[number_of_different_tiles + 1]
  6. For g=0 To number_of_different_tiles
  7.     groundtile(g) = New Tgroundtile
  8. Next
  9. Rem
  10. to add a new tile:
  11. 'step 1, add it to this list at the end and put the correct number in the ()
  12.     Example: groundtile(TILE NUMBER).image = LoadImage("assets/tiles/FILE NAME.bmp")
  13. step 2, Add one to number_of_different_tiles.
  14.  
  15. Step 3, If the tile you are adding is a solid tile, such as a rock, scroll down in this document untill you find the long list of
  16.     groundtile(TILE NUMBER).kind = 1 and add your tile number at the bottom just like the rest.
  17.     other kinds which you can assign include:
  18.                                                 0 = walkable, 1 = solid, 2 = player can walk but mobs can't, 3 = mobs can walk but player can't, 4 = pit
  19. step 4 ????
  20. step 5 profit
  21.  
  22.  
  23. If the tile you are adding is an animated tile, you must take some additinal steps to get things working
  24. 1: folow regular step one, but also add the width, hight, 0, and number of frames at the end,
  25.     like this: groundtile(116).image = LoadAnimImage("assets/tiles/stone_wall_top_torch.bmp",16,16,0,4)  note that all tiles are the same size, so the first two
  26.     numbers will always be 16,16, and the third number for any animated image is 0, so the only thing that varies is the amount of frames your particular
  27.     image has. in the example, the number of frames is 4.
  28. 2: folow the regular instructions to compleation, and in addition to adding 1 to number_of_different_tiles, you must also
  29.     add 1 to num_of_animated_tiles
  30. 3: for the last step, you must go to the section where animated tiles are setup, which is below all the other groundtile setup code,
  31.     after all the "groundtile(NUMBER).liquid = 2" and can also be found be searching "animated tiles"
  32.     the rest of the directions are at the animated tile setup are itselfe, and after you follow those you are good to go.
  33.  
  34. EndRem
  35.  
  36.  
  37.  
  38.  
  39.  
  40. Local cliffs:String = "assets/tiles/overworld/natural/cliffs/cliff_"
  41.  
  42. groundtile(0).image = LoadImage(cliffs + "bottom.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  43. groundtile(1).image = LoadImage(cliffs + "bottomleft.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  44. groundtile(2).image = LoadImage(cliffs + "bottomright.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  45. groundtile(3).image = LoadImage(cliffs + "cornerleft.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  46. groundtile(4).image = LoadImage(cliffs + "cornerright.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  47. groundtile(5).image = LoadImage(cliffs + "left.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  48. groundtile(6).image = LoadImage(cliffs + "right.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  49. groundtile(7).image = LoadImage(cliffs + "top.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  50. groundtile(8).image = LoadImage(cliffs + "topleft.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  51. groundtile(9).image = LoadImage(cliffs + "topleft_trans.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  52. groundtile(10).image = LoadImage(cliffs + "topright.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  53. groundtile(11).image = LoadImage(cliffs + "topright_trans.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  54.  
  55. Local dirt:String = "assets/tiles/overworld/natural/dirt/dirt_"
  56.  
  57. groundtile(12).image = LoadImage(dirt + "grassbottom.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  58. groundtile(13).image = LoadImage(dirt + "grassbottomleft.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  59. groundtile(14).image = LoadImage(dirt + "grassbottomright.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  60. groundtile(15).image = LoadImage(dirt + "grassleft.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  61. groundtile(16).image = LoadImage(dirt + "grassright.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  62. groundtile(17).image = LoadImage(dirt + "grasstop.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  63. groundtile(18).image = LoadImage(dirt + "grasstopleft.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  64. groundtile(19).image = LoadImage(dirt + "grasstopright.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  65. groundtile(20).image = LoadImage(dirt + "pebbles.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  66. groundtile(21).image = LoadImage(dirt + "plain.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  67.  
  68. Local grass:String = "assets/tiles/overworld/natural/grass/grass_"
  69.  
  70. groundtile(22).image = LoadImage(grass + "bones.bmp",MASKEDIMAGE | DYNAMICIMAGE) 'how utterly macabre
  71. groundtile(23).image = LoadAnimImage(grass + "flower.bmp", 16, 16, 0, 2,MASKEDIMAGE | DYNAMICIMAGE)
  72. groundtile(24).image = LoadImage(grass + "growingbushes.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  73. groundtile(25).image = LoadImage(grass + "nothing.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  74. groundtile(26).image = LoadImage(grass + "plain.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  75. groundtile(27).image = LoadImage(grass + "thick1.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  76. groundtile(28).image = LoadImage(grass + "thick2.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  77. groundtile(29).image = LoadImage(grass + "thick3.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  78.  
  79. Local plants:String = "assets/tiles/overworld/natural/plants/"
  80.  
  81. groundtile(30).image = LoadImage(plants + "bush.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  82. groundtile(31).image = LoadImage(plants + "bushcut.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  83.  
  84. groundtile(32).image = LoadImage("assets/tiles/overworld/natural/rocks/rock.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  85.  
  86. Local trees:String = "assets/tiles/overworld/natural/trees/"
  87.  
  88. groundtile(33).image = LoadImage(trees + "tree_bottom.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  89. groundtile(34).image = LoadImage(trees + "tree_bottomtop.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  90. groundtile(35).image = LoadImage(trees + "tree_top.png",MASKEDIMAGE | DYNAMICIMAGE)
  91.  
  92. Local treesgiant:String = "assets/tiles/overworld/natural/trees/gianttree/gianttree_"
  93.  
  94. groundtile(36).image = LoadImage(treesgiant + "1.png",MASKEDIMAGE | DYNAMICIMAGE)
  95. groundtile(37).image = LoadImage(treesgiant + "2.png",MASKEDIMAGE | DYNAMICIMAGE)
  96. groundtile(38).image = LoadImage(treesgiant + "3.png",MASKEDIMAGE | DYNAMICIMAGE)
  97. groundtile(39).image = LoadImage(treesgiant + "4.png",MASKEDIMAGE | DYNAMICIMAGE)
  98. groundtile(40).image = LoadImage(treesgiant + "5.png",MASKEDIMAGE | DYNAMICIMAGE)
  99. groundtile(41).image = LoadImage(treesgiant + "6.png",MASKEDIMAGE | DYNAMICIMAGE)
  100. groundtile(42).image = LoadImage(treesgiant + "7.png",MASKEDIMAGE | DYNAMICIMAGE)
  101. groundtile(43).image = LoadImage(treesgiant + "8.png",MASKEDIMAGE | DYNAMICIMAGE)
  102. groundtile(44).image = LoadImage(treesgiant + "bottom.png",MASKEDIMAGE | DYNAMICIMAGE)
  103. groundtile(45).image = LoadImage(treesgiant + "top.png",MASKEDIMAGE | DYNAMICIMAGE)
  104.  
  105. groundtile(46).image = LoadImage("assets/tiles/misc/air.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  106. groundtile(47).image = LoadImage("assets/tiles/misc/air.bmp",MASKEDIMAGE | DYNAMICIMAGE) ' This one is an invisible wall. You collide with it but it's nothing. Used so that "fat" tiles can be drawn properly.
  107. groundtile(48).image = LoadImage("assets/tiles/overworld/ruins/misc/tombstone.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  108. groundtile(49).image = LoadImage(cliffs + "stairs.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  109. groundtile(50).image = LoadImage("assets/tiles/overworld/ruins/misc/marker.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  110. groundtile(51).image = LoadImage("assets/tiles/overworld/ruins/ground/tiles_normal.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  111. groundtile(52).image = LoadImage("assets/tiles/overworld/ruins/ground/tiles_broken.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  112. groundtile(53).image = LoadImage("assets/tiles/overworld/ruins/misc/tombstone_top.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  113. groundtile(54).image = LoadImage("assets/tiles/overworld/natural/trees/copyrightInfringement/top.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  114. groundtile(55).image = LoadImage("assets/tiles/overworld/natural/trees/copyrightInfringement/bottom.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  115.  
  116. 'shadows
  117.  
  118. groundtile(56).image = LoadImage("assets/tiles/misc/shadows/shadow.png",MASKEDIMAGE | DYNAMICIMAGE)
  119. groundtile(57).image = LoadImage("assets/tiles/misc/shadows/shadow_bottomleft.png",MASKEDIMAGE | DYNAMICIMAGE)
  120. groundtile(58).image = LoadImage("assets/tiles/misc/shadows/shadow_bottomright.png",MASKEDIMAGE | DYNAMICIMAGE)
  121. groundtile(59).image = LoadImage("assets/tiles/misc/shadows/shadow_topleft.png",MASKEDIMAGE | DYNAMICIMAGE)
  122. groundtile(60).image = LoadImage("assets/tiles/misc/shadows/shadow_topright.png",MASKEDIMAGE | DYNAMICIMAGE)
  123.  
  124. Local richtown:String = "assets/tiles/overworld/towns/richtown/"
  125.  
  126. groundtile(61).image = LoadImage(richtown + "house_wall.png",MASKEDIMAGE | DYNAMICIMAGE)
  127. groundtile(62).image = LoadImage(richtown + "house_door_open.png",MASKEDIMAGE | DYNAMICIMAGE)
  128. groundtile(63).image = LoadImage(richtown + "house_door_top.png",MASKEDIMAGE | DYNAMICIMAGE)
  129. groundtile(64).image = LoadImage(richtown + "house_roof_bottom.png",MASKEDIMAGE | DYNAMICIMAGE)
  130. groundtile(65).image = LoadImage(richtown + "house_roof_left.png",MASKEDIMAGE | DYNAMICIMAGE)
  131. groundtile(66).image = LoadImage(richtown + "house_roof_right.png",MASKEDIMAGE | DYNAMICIMAGE)
  132. groundtile(67).image = LoadImage(richtown + "house_roof_bottomright.png",MASKEDIMAGE | DYNAMICIMAGE)
  133. groundtile(68).image = LoadImage(richtown + "house_roof_bottomleft.png",MASKEDIMAGE | DYNAMICIMAGE)
  134. groundtile(69).image = LoadImage(richtown + "house_roof_top.png",MASKEDIMAGE | DYNAMICIMAGE)
  135. groundtile(70).image = LoadImage(grass + "growingbush.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  136.  
  137. groundtile(71).image = LoadAnimImage(grass + "waving.png", 16, 16, 0, 30,MASKEDIMAGE | DYNAMICIMAGE)
  138.  
  139. Local dungeon1:String = "assets/tiles/dungeons/dungeon1/"
  140. Local dungeon:String = "assets/tiles/dungeons/"
  141. Local dungeon1TileNumber:Int = 1
  142. Local dungeon1IndexNumber:Int = 72
  143. Local dungeon1WallAmount:Int = 36
  144.  
  145. For i = 0 To dungeon1WallAmount - 1
  146.     groundtile(dungeon1IndexNumber).image = LoadImage(dungeon1 + dungeon1TileNumber + ".png",MASKEDIMAGE | DYNAMICIMAGE)
  147.     dungeon1TileNumber:+1
  148.     dungeon1IndexNumber:+1
  149. Next
  150.  
  151. groundtile(108).image = LoadImage(dungeon1 + "floor1.png",MASKEDIMAGE | DYNAMICIMAGE)
  152. groundtile(109).image = LoadImage(dungeon1 + "floor2.png",MASKEDIMAGE | DYNAMICIMAGE)
  153. groundtile(110).image = LoadImage(dungeon1 + "floor3.png",MASKEDIMAGE | DYNAMICIMAGE)
  154. groundtile(111).image = LoadImage(dungeon1 + "floor4.png",MASKEDIMAGE | DYNAMICIMAGE)
  155. groundtile(112).image = LoadImage(dungeon1 + "floor5.png",MASKEDIMAGE | DYNAMICIMAGE)
  156. groundtile(113).image = LoadImage("assets/tiles/misc/pot_holder1.png",MASKEDIMAGE | DYNAMICIMAGE)
  157. groundtile(114).image = LoadImage(dungeon1 + "ceiling.png",MASKEDIMAGE | DYNAMICIMAGE)
  158.  
  159. groundtile(115).image = LoadImage("assets/tiles/overworld/ruins/misc/markerStatue.png",MASKEDIMAGE | DYNAMICIMAGE)
  160. groundtile(116).image = LoadImage("assets/tiles/overworld/ruins/misc/markerStatueTop.png",MASKEDIMAGE | DYNAMICIMAGE)
  161.  
  162. groundtile(117).image = LoadAnimImage("assets/tiles/overworld/natural/water/deepReflective/water.png",16,16,0,4,MASKEDIMAGE | DYNAMICIMAGE)
  163.  
  164. Local cliffEntrance:String = "assets/tiles/overworld/natural/cliffs/Entrance"
  165.  
  166. groundtile(118).image = LoadImage(cliffEntrance + "BottomLeft.png",MASKEDIMAGE | DYNAMICIMAGE)
  167. groundtile(119).image = LoadImage(cliffEntrance + "Bottom.png",MASKEDIMAGE | DYNAMICIMAGE)
  168. groundtile(120).image = LoadImage(cliffEntrance + "BottomRight.png",MASKEDIMAGE | DYNAMICIMAGE)
  169. groundtile(121).image = LoadImage(cliffEntrance + "TopLeft.png",MASKEDIMAGE | DYNAMICIMAGE)
  170. groundtile(122).image = LoadImage(cliffEntrance + "Top.png",MASKEDIMAGE | DYNAMICIMAGE)
  171. groundtile(123).image = LoadImage(cliffEntrance + "TopRight.png",MASKEDIMAGE | DYNAMICIMAGE)
  172. groundtile(124).image = LoadImage(cliffEntrance + "Dark.png",MASKEDIMAGE | DYNAMICIMAGE)
  173. groundtile(125).image = LoadAnimImage(grass + "waving_thick.png", 16, 16, 0, 30,MASKEDIMAGE | DYNAMICIMAGE)
  174.  
  175. Local cliffWater:String = "assets/tiles/overworld/natural/water/cliffsDeepReflective/"
  176.  
  177. groundtile(126).image = LoadAnimImage(cliffWater + "bottom.png", 16, 16, 0, 4, MASKEDIMAGE | DYNAMICIMAGE)
  178. groundtile(127).image =  LoadAnimImage(cliffWater + "bottomLeft.png", 16, 16, 0, 4, MASKEDIMAGE | DYNAMICIMAGE)
  179. groundtile(128).image = LoadAnimImage(cliffWater + "bottomRight.png", 16, 16, 0, 4, MASKEDIMAGE | DYNAMICIMAGE)
  180. groundtile(129).image = LoadImage(cliffWater + "cornerLeft.png",MASKEDIMAGE | DYNAMICIMAGE)
  181. groundtile(130).image = LoadImage(cliffWater + "cornerRight.png",MASKEDIMAGE | DYNAMICIMAGE)
  182. groundtile(131).image = LoadAnimImage(cliffWater + "left.png", 16, 16, 0, 4, MASKEDIMAGE | DYNAMICIMAGE)
  183. groundtile(132).image = LoadAnimImage(cliffWater + "right.png", 16, 16, 0, 4, MASKEDIMAGE | DYNAMICIMAGE)
  184. groundtile(133).image = LoadAnimImage(cliffWater + "top.png", 16, 16, 0, 4, MASKEDIMAGE | DYNAMICIMAGE)
  185. groundtile(134).image = LoadAnimImage(cliffWater + "topLeft.png", 16, 16, 0, 2, MASKEDIMAGE | DYNAMICIMAGE)
  186. groundtile(135).image = LoadAnimImage(cliffWater + "topRight.png", 16, 16, 0, 2, MASKEDIMAGE | DYNAMICIMAGE)
  187. groundtile(136).image = LoadImage(cliffWater + "topLeftTrans.png",MASKEDIMAGE | DYNAMICIMAGE)
  188. groundtile(137).image = LoadImage(cliffWater + "topRightTrans.png",MASKEDIMAGE | DYNAMICIMAGE)
  189. groundtile(138).image = LoadAnimImage("assets/tiles/overworld/natural/water/shallow/water.png", 16, 16, 0, 4,MASKEDIMAGE | DYNAMICIMAGE)
  190. groundtile(139).image = LoadAnimImage("assets/tiles/overworld/natural/water/deepReflective/water2.png",16,16,0,4,MASKEDIMAGE | DYNAMICIMAGE)
  191.  
  192.  
  193. Local dungeonEntrance1:String = "assets/tiles/dungeons/dungeon1/entrance/"
  194. For i = 0 To 15
  195.     groundtile(140+i).image = LoadImage(dungeonEntrance1 + i + ".png",MASKEDIMAGE | DYNAMICIMAGE)
  196. Next
  197.  
  198. Local poorTown:String = "assets/tiles/overworld/towns/poortown/"
  199. groundtile(156).image = LoadImage(poorTown + "wall/stockadeBottom.png",MASKEDIMAGE | DYNAMICIMAGE)
  200. groundtile(157).image = LoadImage(poorTown + "wall/stockadeMiddle.png",MASKEDIMAGE | DYNAMICIMAGE)
  201. groundtile(158).image = LoadImage(poorTown + "wall/stockadeTop.png",MASKEDIMAGE | DYNAMICIMAGE)
  202. groundtile(156).kind = 1
  203. groundtile(157).kind = 1
  204.  
  205. For i = 1 To 19
  206.     groundtile(158+i).image = LoadImage(poorTown + "jail/"+i+".png",MASKEDIMAGE | DYNAMICIMAGE)
  207.     groundtile(158+i).kind = 1
  208. Next
  209.  
  210. groundtile(178).image = LoadImage(poorTown + "jail/barTop.png",MASKEDIMAGE | DYNAMICIMAGE)
  211. groundtile(179).image = LoadImage(poorTown + "jail/steps.png",MASKEDIMAGE | DYNAMICIMAGE)
  212.  
  213.  
  214. For i = 1 To 4
  215.     groundtile(179+i).image = LoadImage(trees + "/gianttree/stump"+i+".png",MASKEDIMAGE | DYNAMICIMAGE)
  216. Next
  217. groundtile(182).kind = 1
  218. groundtile(183).kind = 1
  219.  
  220.  
  221. Local blackHill:String = "assets/tiles/dungeons/blackHill/"
  222. For i = 1 To 33
  223.     groundtile(183+i).image = LoadImage(blackHill + i + ".png",MASKEDIMAGE | DYNAMICIMAGE)
  224.     groundtile(183+i).kind = 1
  225.    
  226. Next
  227.    
  228. For i = 1 To 20
  229.     groundtile(216+i).image = LoadImage(blackHill + "noncollide/" + i + ".png",MASKEDIMAGE | DYNAMICIMAGE)
  230. Next
  231.  
  232.  
  233. groundtile(237).image = LoadImage(richtown + "furniture/bed.png",MASKEDIMAGE | DYNAMICIMAGE)
  234. groundtile(238).image = LoadImage(richtown + "furniture/crateBottom.png",MASKEDIMAGE | DYNAMICIMAGE)
  235. groundtile(239).image = LoadImage(richtown + "furniture/crateTop.png",MASKEDIMAGE | DYNAMICIMAGE)
  236.  
  237. Local dream:String = "assets/tiles/dungeons/dream/"
  238. For i = 1 To 35
  239.     groundtile(239 + i).image = LoadImage(dream + i + ".png",MASKEDIMAGE | DYNAMICIMAGE)
  240.     groundtile(239 + i).kind = 1
  241. Next
  242.  
  243. For i = 1 To 8
  244.     groundtile(274 + i).image = LoadImage(dream + "noncollide/" + i + ".png",MASKEDIMAGE | DYNAMICIMAGE)
  245. Next
  246. 'For i = 0 To 3
  247.     groundtile(275).kind = 2
  248. 'Next
  249.  
  250. groundtile(283).image = LoadImage(trees + "giantTree/entranceTop.png",MASKEDIMAGE | DYNAMICIMAGE)
  251. groundtile(284).image = LoadImage(trees + "giantTree/entranceBottom.png",MASKEDIMAGE | DYNAMICIMAGE)
  252.  
  253. For i = 15 To 19
  254.     groundtile(285 + i -15).image = LoadImage(poorTown + "jail/new/" + i + ".png",MASKEDIMAGE | DYNAMICIMAGE)
  255.     groundtile(285 + i -15).kind = 1
  256. Next
  257. groundtile(290).image = LoadImage(poorTown + "jail/new/barTop.png",MASKEDIMAGE | DYNAMICIMAGE)
  258. groundtile(291).image = LoadImage("assets/tiles/dungeons/block1.png",MASKEDIMAGE | DYNAMICIMAGE)
  259. groundtile(291).kind = 1
  260.  
  261. groundtile(292).image = LoadImage(dream + "ratUp.png",MASKEDIMAGE | DYNAMICIMAGE)
  262. groundtile(293).image = LoadImage(dream + "ratLeft.png",MASKEDIMAGE | DYNAMICIMAGE)
  263. groundtile(294).image = LoadImage(dream + "ratDown.png",MASKEDIMAGE | DYNAMICIMAGE)
  264. groundtile(295).image = LoadImage(dream + "ratRight.png",MASKEDIMAGE | DYNAMICIMAGE)
  265.  
  266. groundtile(296).image = LoadImage(dream + "noncollide/Up.png",MASKEDIMAGE | DYNAMICIMAGE)
  267. groundtile(297).image = LoadImage(dream + "noncollide/Left.png",MASKEDIMAGE | DYNAMICIMAGE)
  268. groundtile(298).image = LoadImage(dream + "noncollide/Down.png",MASKEDIMAGE | DYNAMICIMAGE)
  269. groundtile(299).image = LoadImage(dream + "noncollide/Right.png",MASKEDIMAGE | DYNAMICIMAGE)
  270. For i = 0 To 3
  271.     groundtile(296 + i).kind = 3
  272. Next
  273.  
  274. For i = 0 To 5
  275.     groundtile(300+i).image = LoadImage(dream + "noncollide/" + (i+9) + ".png",MASKEDIMAGE | DYNAMICIMAGE)
  276. Next
  277. groundtile(306).image = LoadImage(dungeon + "block2.png",MASKEDIMAGE | DYNAMICIMAGE)
  278. groundtile(306).kind = 1
  279.  
  280. For i = 0 To 5
  281.     groundtile(307 + i).image = LoadImage(poorTown + "jail/door/" + (i+1) + ".png",MASKEDIMAGE | DYNAMICIMAGE)
  282.     groundtile(307 + i).kind = 1
  283. Next
  284.  
  285. groundtile(313).image = LoadImage(poorTown + "1chair1.png",MASKEDIMAGE | DYNAMICIMAGE)
  286. groundtile(314).image = LoadImage(poorTown + "1chair2.png",MASKEDIMAGE | DYNAMICIMAGE)
  287. groundtile(315).image = LoadImage(poorTown + "1table1.png",MASKEDIMAGE | DYNAMICIMAGE)
  288. groundtile(316).image = LoadImage(poorTown + "1table2.png",MASKEDIMAGE | DYNAMICIMAGE)
  289. groundtile(317).image = LoadImage(poorTown + "1table3.png",MASKEDIMAGE | DYNAMICIMAGE)
  290.  
  291. groundtile(318).image = LoadImage("assets/tiles/overworld/ruins/misc/totemBottom.png",MASKEDIMAGE | DYNAMICIMAGE)
  292. groundtile(319).image = LoadImage("assets/tiles/overworld/ruins/misc/totemTop.png",MASKEDIMAGE | DYNAMICIMAGE)
  293.  
  294. Local extr0:String = "0"
  295. For i = 0 To 13
  296.     If i >= 10 Then extr0 = ""
  297.     groundtile(320+i).image = LoadImage(dream + "tile00" + extr0 + "" + i + ".png",MASKEDIMAGE | DYNAMICIMAGE)
  298.     If i < 12 Then groundtile(320+i).kind = 1
  299. Next
  300.  
  301. groundtile(333).image = LoadImage("assets/tiles/misc/air.bmp",MASKEDIMAGE | DYNAMICIMAGE)
  302.  
  303.  
  304. 'DrawImage(groundtile(217).image,0,0,0)
  305.    
  306.  
  307. groundtile(0).kind = 1 '*************  these are tiles which you collide with
  308. groundtile(1).kind = 1
  309. groundtile(2).kind = 1
  310. groundtile(3).kind = 1
  311. groundtile(4).kind = 1
  312. groundtile(5).kind = 1
  313. groundtile(6).kind = 1
  314. groundtile(7).kind = 1
  315. groundtile(8).kind = 1
  316. groundtile(9).kind = 1
  317. groundtile(10).kind = 1
  318. groundtile(11).kind = 1
  319. groundtile(30).kind = 1
  320. groundtile(32).kind = 1
  321. groundtile(33).kind = 1
  322. groundtile(42).kind = 1
  323. groundtile(44).kind = 1
  324. groundtile(48).kind = 1
  325. groundtile(50).kind = 1
  326. groundtile(61).kind = 1
  327. groundtile(47).kind = 1' 'used to be pit tile but now its just an invisible solid
  328. '************************************** pit tiles
  329.  
  330. groundtile(333).kind = 4 'used as air that can be walked through
  331. groundtile(331).kind = 4
  332. groundtile(259).kind = 4
  333. groundtile(261).kind = 4
  334. dungeon1IndexNumber:Int = 72
  335. For i = 0 To dungeon1WallAmount - 1
  336.     groundtile(dungeon1IndexNumber).kind = 1
  337.     dungeon1IndexNumber:+1
  338. Next
  339. groundtile(96).kind = 0
  340. groundtile(97).kind = 0
  341. groundtile(98).kind = 0
  342. groundtile(99).kind = 0
  343. groundtile(115).kind = 1
  344. groundtile(114).kind = 1
  345. groundtile(118).kind = 1
  346. groundtile(120).kind = 1
  347. groundtile(121).kind = 1
  348. groundtile(123).kind = 1
  349.  
  350. groundtile(126).kind = 1
  351. groundtile(127).kind = 1
  352. groundtile(128).kind = 1
  353. groundtile(129).kind = 1
  354. groundtile(130).kind = 1
  355. groundtile(131).kind = 1
  356. groundtile(132).kind = 1
  357. groundtile(133).kind = 1
  358. groundtile(134).kind = 1
  359. groundtile(135).kind = 1
  360. groundtile(136).kind = 1
  361. groundtile(137).kind = 1
  362. For i = 0 To 12
  363.     groundtile(140+i).kind = 1
  364. Next
  365.  
  366. groundtile(237).kind = 1
  367. groundtile(238).kind = 1
  368.  
  369. groundtile(313).kind = 1
  370. groundtile(314).kind = 1
  371. groundtile(315).kind = 1
  372. groundtile(316).kind = 1
  373. groundtile(317).kind = 1
  374. groundtile(318).kind = 1
  375.  
  376.  
  377. 'groundtile(37).liquid = 1 '**************  these are shallow water tiles
  378.  
  379.  
  380. 'groundtile(47).liquid = 2 '************  these are deep water tiles
  381. groundtile(117).liquid = 2
  382. groundtile(139).liquid = 2
  383. groundtile(138).liquid = 2
  384.  
  385. ' ******************************* "animated tiles"
  386.  
  387. Global animated_tiles[num_of_animated_tiles] 'this is the list which remembers all the animated tiles. when adding a new tile:
  388. 'there is a commented out template you can use at each part.
  389.  
  390. 'add it to the array like this, with your tile number after = sign, and the next number in the list in the brackets ()
  391. animated_tiles(0) = 23 '<--- first animated tile in the animated_tiles list (0) and it is groundtile(23)
  392. animated_tiles(1) = 71
  393. animated_tiles(2) = 125
  394. animated_tiles(3) = 138
  395. animated_tiles(4) = 117
  396. animated_tiles(5) = 139
  397. 'WATER
  398. animated_tiles(6) = 126
  399. animated_tiles(7) = 127
  400. animated_tiles(8) = 128
  401.  
  402. animated_tiles(9) = 131
  403. animated_tiles(10) = 132
  404. animated_tiles(11) = 133
  405. animated_tiles(12) = 134
  406. animated_tiles(13) = 135
  407. 'animated_tiles(2) =    
  408.  
  409.  
  410. 'at this part, all you have to do is use your groundtile in the brackets () and fill in the ='s
  411. 'groundtile(5).frm_timer = 0    '<--- the timer used to count up to the next frame.
  412. 'groundtile(5).frm_speed = 800 '<--- how many millisecs it takes to switch to the next frame
  413. 'groundtile(5).frm_num = 2 '<--- the amount of frames in the animation.
  414.  
  415. groundtile(23).frm_timer = 0
  416. groundtile(23).frm_speed = 600
  417. groundtile(23).frm_num = 2 '
  418.  
  419. groundtile(71).frm_timer = 0
  420. groundtile(71).frm_speed = 100
  421. groundtile(71).frm_num = 30 '
  422.  
  423. groundtile(125).frm_timer = 0
  424. groundtile(125).frm_speed = 150
  425. groundtile(125).frm_num = 30 '
  426.  
  427. groundtile(117).frm_timer = 0
  428. groundtile(117).frm_speed = 130
  429. groundtile(117).frm_num = 4 '
  430.  
  431. groundtile(138).frm_timer = 0
  432. groundtile(138).frm_speed = 130
  433. groundtile(138).frm_num = 4 '
  434.  
  435. groundtile(139).frm_timer = 0
  436. groundtile(139).frm_speed = 130
  437. groundtile(139).frm_num = 4 '
  438.  
  439. 'WATER
  440. groundtile(126).frm_timer = 0
  441. groundtile(126).frm_speed = 260
  442. groundtile(126).frm_num = 4 '
  443.  
  444. groundtile(127).frm_timer = 0
  445. groundtile(127).frm_speed = 260
  446. groundtile(127).frm_num = 4 '
  447.  
  448. groundtile(128).frm_timer = 0
  449. groundtile(128).frm_speed = 260
  450. groundtile(128).frm_num = 4 '
  451.  
  452.  
  453.  
  454.  
  455. groundtile(131).frm_timer = 0
  456. groundtile(131).frm_speed = 260
  457. groundtile(131).frm_num = 4 '
  458.  
  459. groundtile(132).frm_timer = 0
  460. groundtile(132).frm_speed = 260
  461. groundtile(132).frm_num = 4 '
  462.  
  463. groundtile(133).frm_timer = 0
  464. groundtile(133).frm_speed = 260
  465. groundtile(133).frm_num = 4 '
  466.  
  467. groundtile(134).frm_timer = 0
  468. groundtile(134).frm_speed = 260
  469. groundtile(134).frm_num = 2 '
  470.  
  471. groundtile(135).frm_timer = 0
  472. groundtile(135).frm_speed = 260
  473. groundtile(135).frm_num = 2 '
  474.  
  475.  
  476.  
  477.  
  478.  
  479.  
  480. 'you can use this | if you want, or copy it.
  481. '            V
  482. 'groundtile().frm_timer = 0
  483. 'groundtile().frm_speed =
  484. 'groundtile().frm_num =
  485. Local tempNumMobs = numMobsInGame
  486. If thisIsEditor Then tempNumMobs:+1
  487. mobIDNames = New String[tempNumMobs]
  488.     mobIDNames[0] = "nothing"
  489.     mobIDNames[1] = "rat"
  490.     mobIDNames[2] = "guard"
  491.     mobIDNames[3] = "slimespider"
  492.     mobIDNames[4] = "pot"
  493.     mobIDNames[5] = "chester"
  494.     mobIDNames[6] = "villager"
  495.     mobIDNames[7] = "sign"
  496.     mobIDNames[8] = "player"
  497.     mobIDNames[9] = "espier"
  498.     mobIDNames[10] = "rous"
  499.     mobIDNames[11] = "eyebouncer"
  500.     mobIDNames[12] = "chicken"
  501.     'mobIDNames[13] = "garghoul"
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement