HTML and CSS Reference
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Conclusion
In this chapter, you created a two-dimensional map editor from scratch for tile-based map fields. This application
is not far from actual game production. You have made a lot of progress, and now you know how to generate maps
consisting of several layers (though you used two layers only), attach sprites, and make a correspondence between
object types and sprites. You have learned a simple way of organizing a camera. The final result is a miniapplication
for map editing, which you can use for enriching your games.
Here are some suggestions on how to make this editor of real value in your game application:
Separate the map into chunks, render them separately, and cache chunks that were not
changed in the offscreen buffer.
Unload chunks that are too far from the camera-view rectangle. That way, the editor will work
with big maps.
Load chunks by network. Multiplayer sandbox game—yay!
Add a touch events handler.
Add game logic, for example, redstone logic, from Minecraft. To do this, you will need a new
layer that can store data for tiles containing advanced logic. For redstone, it should be power
level; for switches, you will need on/off enumeration.
Add entities and simple physics for colliding with solid tiles—RPG Maker, yay!
Create hexagonal autotiles.
Euclidean space is boring—use hyperspace to create a hyperrogue game!
Go in three dimensions, and make a voxel-based game.
Make an 80286 computer with redstone.
Using your knowledge from Chapter 6, make an HTML5 massively multiplayer online (MMO)
game.
Deploy your application on a cloud server (for example, Heroku).
Conquer the world with your multiplayer sandbox of awesomeness!
And . . . may the Force be with you!
 
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