Implemented room loading. Rooms are represented by images:
RULES FOR DESIGNING ROOMS (preliminary)
* A room is represented by a PNG image.
* Each pixel in the image corresponds to a single tile in the room.
* As such, a 16x16 image would generate a 16x16 tile room.
* Each pixel's RED color component represents its tile ID - 0 for
air, 1 for floor, etc.
* Each pixel's GREEN color component represents its layer - 0 for
floor, 1 for walls (with which the player can collide)
* Each pixel's BLUE color should be set to zero for the time being.
* To make the design process easier, I recommend making a Photoshop
layer for each tile type. Deactivate all other layers (for other types)
while working on that type.
* That way, the virtually indistinguishable colors of the tiles
become easier to visualize.
Implemented room loading. Rooms are represented by images:
RULES FOR DESIGNING ROOMS (preliminary) * A room is represented by a PNG image. * Each pixel in the image corresponds to a single tile in the room. * As such, a 16x16 image would generate a 16x16 tile room. * Each pixel's RED color component represents its tile ID - 0 for air, 1 for floor, etc. * Each pixel's GREEN color component represents its layer - 0 for floor, 1 for walls (with which the player can collide) * Each pixel's BLUE color should be set to zero for the time being. * To make the design process easier, I recommend making a Photoshop layer for each tile type. Deactivate all other layers (for other types) while working on that type. * That way, the virtually indistinguishable colors of the tiles become easier to visualize.