Game Development Reference
In-Depth Information
tile . draw(map_x, map_y, 0 )
else
@water . draw(map_x, map_y, 0 )
end
else
@water . draw(map_x, map_y, 0 )
end
end
end
end
# ...
private
# ...
def tile_at (x, y)
t_x = ((x / TILE_SIZE ) % TILE_SIZE ) . floor
t_y = ((y / TILE_SIZE ) % TILE_SIZE ) . floor
row = @map [ t_x ]
row ? row [ t_y ] : @water
end
# ...
end
Now the edge looks much better:
Map edge
Generating Tree Clusters
To make the map more fun to play at, we will generate some trees. Let's start with Tree
class:
09-polishing/entities/tree.rb
1 class Tree < GameObject
2
attr_reader :x , :y , :health , :graphics
3
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