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- if ( room != 0 ) {
- //set width and height to draw the art
- var tile_width = room_width div CELL_WIDTH;
- var tile_height = room_height div CELL_HEIGHT;
- //set room tileset layer
- var dungeon_floor = layer_create(-100);
- var layer_id = layer_get_id(dungeon_floor);
- var dungeon_tilemap = layer_tilemap_create(dungeon_floor, 0, 0, t_dungeon, 16, 16);
- var tileset_map_id = layer_tilemap_get_id(layer_id);
- //get the game floor grid from global mask and get the current floor from the o_game
- var game_floor = global.floor_grid_tracker[global.current_room];
- for (var yy = 1; yy < tile_height; yy++) {
- for (var xx = 2; xx < tile_width-2; xx++) {
- switch (ds_grid_get(game_floor, xx, yy)) {
- case FLOOR:
- tilemap_set(tileset_map_id, FLOOR, xx, yy);
- break;
- case WALL_FILL:
- tilemap_set(tileset_map_id, WALL_FILL, xx, yy);
- break;
- default:
- tilemap_set(tileset_map_id, VOID, xx, yy);
- break;
- }
- }
- }
- }
- show_debug_message("Layer ID: " + string(layer_id));
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