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Feb 22nd, 2020
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  1. if ( room != 0 ) {
  2. //set width and height to draw the art
  3. var tile_width = room_width div CELL_WIDTH;
  4. var tile_height = room_height div CELL_HEIGHT;
  5.  
  6. //set room tileset layer
  7. var dungeon_floor = layer_create(-100);
  8. var layer_id = layer_get_id(dungeon_floor);
  9. var dungeon_tilemap = layer_tilemap_create(dungeon_floor, 0, 0, t_dungeon, 16, 16);
  10. var tileset_map_id = layer_tilemap_get_id(layer_id);
  11.  
  12. //get the game floor grid from global mask and get the current floor from the o_game
  13. var game_floor = global.floor_grid_tracker[global.current_room];
  14.  
  15. for (var yy = 1; yy < tile_height; yy++) {
  16. for (var xx = 2; xx < tile_width-2; xx++) {
  17.  
  18. switch (ds_grid_get(game_floor, xx, yy)) {
  19.  
  20. case FLOOR:
  21. tilemap_set(tileset_map_id, FLOOR, xx, yy);
  22. break;
  23.  
  24. case WALL_FILL:
  25. tilemap_set(tileset_map_id, WALL_FILL, xx, yy);
  26. break;
  27.  
  28. default:
  29. tilemap_set(tileset_map_id, VOID, xx, yy);
  30. break;
  31. }
  32. }
  33. }
  34. }
  35.  
  36. show_debug_message("Layer ID: " + string(layer_id));
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