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worlds and tiles

Vrekt edited this page Nov 24, 2017 · 1 revision

Worlds

Worlds are essential for each level of your game. Worlds for example, handle entities, tiles, rendering and more. Below is a basic example of a custom World.

public class MyWorld extends World {

	public MyWorld(String name, int width, int height) {
		super(name, width, height);
	}

	@Override
	public void onDraw(Graphics graphics) {
           // Draw all entities, draw textures, etc.
	}

	@Override
	public void onTick() {
         // Update entities, etc.
	}
}
  • name is the name of the world.
  • width, height are the dimensions of the newly created world.

The World object also holds many useful methods, these include

  • adding/removing entities.
  • Drawing all entities/tiles at once.
  • RayTracing and rendering methods.
  • etc.

Tiles/Sprites

Tiles are your textures and game objects. Tiles include the unique ID, texture, dimensions, whether its solid or not and more.

To make a new tile we must start by getting the right texture for our tile. This can be done with the SpriteManager. The SpriteManager is a utility designed to extract textures from a sprite-sheet.

Loading the sprite-sheet in is as easy as this.

SpriteManager sm = new SpriteManager(SpriteManager.load("pathToSheet.png"));

Now we can extract our texture. My texture is at 0, 0 and its 64x64.

BufferedImage myTexture = sm.getSectionAt(0, 0, 64, 64);

Now that we have the texture we can create a basic tile.

Tile tile = new Tile(myTexture, 0, true);

Storing tiles is easy also, use the AssetManager.

AssetManager am = new AssetManager();

Now lets add our newly created tile.

am.addTile(tile);