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Cart #mapcompress-2 | 2022-02-27 | Code ▽ | Embed ▽ | Forks ▽ | License: CC4-BY-NC-SA
4

new version of mapcompress
use 4x the sprites (kind of)!
this cart serves as a map editor for a new way to draw the map
ESDF to move
left click to place tiles on the map
right click to get a tile from the map
left arrow to toggle x flip
right arrow to toggle y flip
up arrow to toggle sprite selector
z to save map to cart
x to load map/sprites to editor

notice:

  1. currently you cant use sprite flags to draw certain sprites
  2. camera won't work with this, use sx and sy
  3. you cant choose the width/height of the map area you want to draw

map code (put this in your game instead of map()):


function _map(x,y,sx,sy)
local x,y=x or 0,y or 0
local sx=sx or 0
local sy=sy or 0
--local celw=celw or 17
--local celh=celh or 17
--local layer=layer or 0
local mx,my=0,0
for i=0,305 do
local tile=mget(mx+x+(sx\8),my+y+(sy\8))
local tsec=tile\64
local flipx=false
local flipy=false
if(tsec==1 or tsec==3)flipx=true
if(tsec==2 or tsec==3)flipy=true
tile+=(tsec-1)-64
spr(tile,mx
8-(sx%8),my*8-(sy%8),1,1,flipx,flipy)
mx+=1
if mx>17 then
mx=0
my+=1
end
end
end

first version:


Cart #mapcompress-0 | 2020-11-20 | Code ▽ | Embed ▽ | Forks ▽ | License: CC4-BY-NC-SA
4

so you know how half of the sprite sheet is shared with the map? because of that, usually I use the half for the map, one spritesheet tab for sprites, and one tab for map tiles. well, I just figured out that in doing so I dont use 1/4th of the tile data. this program I made uses the 1/4th tile data to flip the map tile. i will be making a tool to use this easily soon.

Code to import:

function _map(x,y,sx,sy,celw,celh,layer)
    local x=x
    local y=y
    local celw=celw
    local celh=celh
    local layer=layer --not used yet
    if x==nil then 
     x=0
    end
    if y==nil then 
     y=0
    end
    local sx=x
    local sy=y
    if celw==nil then
        celw=16
    end
    if celh==nil then
        celh=16
    end
    for i=0,celw*celh do
        tile=mget(x,y)
        if tile<64 then
         --first tab
            flipx=false
            flipy=false
            tile+=64
        elseif tile>63 and tile<128 then
         --second tab
         flipx=true
         flipy=false
        elseif tile>127 and tile<192 then
         --third tab
         flipx=false
         flipy=true
         tile-=64
        else
         --fourth tab
         flipx=true
         flipy=true
         tile-=128
        end
        spr(tile,x*8,y*8,1,1,flipx,flipy)
     x+=1
     if x==sx+16 then
        x=0
        y+=1
  end
    end
end

The code uses the 2nd spritesheet tab for the tiles.
Call _map() whenever you want to use the function in your game.


*only when you are using the 2nd tab of the sprite sheet

P#84531 2020-11-20 15:36 ( Edited 2022-02-27 21:15)

:: GPI

You have overwritten the sx and sy parameters in your code, so this is ignored.
Why do you call "local x=x"? Parameters are normally already local. Variables in for normally too.

I have shorted your _map-routine a little bit:

function _map(x,y,sx,sy,celw,celh,layer)
 sx=sx or 0
 sy=sy or 0
 for y=0,celh or 16 do
   for x=0,celw or 16 do     
        local tile=mget(x,y)
        spr((tile & 63) + 64,
            sx+x*8,sy+y*8,1,1,
            (63 < tile and tile <128) or tile>=192,
            tile>127)
      end
    end 
end

when you have questions about my code ask :)

P#98799 2021-10-17 19:37 ( Edited 2021-10-17 19:40)

amogus
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P#101025 2021-11-29 20:15

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