依据前文伏击战场景手稿, 用Tile Studio "草草"制作出该场景的地图:
生成的C源码:
#ifndef _open_war_1Gfx_c #define _open_war_1Gfx_c #ifndef _GFX_BITMAP_DATA #define _GFX_BITMAP_DATA /* structure with bitmap data */ typedef struct GFX_BITMAP_DATA { char * BitmapIdentifier; int BitmapWidth; int BitmapHeight; int TileWidth; int TileHeight; int TileCountX; int TileCountY; int TransparentX; int TransparentY; int Sequences; int ** SequenceData; int * SequenceLength; int * SequencePosition; int * SequenceCounter; } GFX_BITMAP_DATA; #endif #ifndef _GFX_EMPTY #define _GFX_EMPTY static int Empty[] = {0}; #endif /* tile sequences */ int Tiles1SeqLength[] = { -1 }; int Tiles1SeqPosition[0 + 1]; int Tiles1SeqCounter[0 + 1]; int * Tiles1Sequences[] = { Empty }; #define Gfxtile_set_2Map1MapWidth (25) #define Gfxtile_set_2Map1MapHeight (18) signed short tile_set_2Map1MapData[18][25] = {{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 3, 4, 1, 1}, { 1, 1, 1, 1, 1, 5, 6, 1, 1, 1, 1, 1, 1, 1, 5, 5, 6, 1, 1, 1, 2, 3, 4, 1, 1}, { 1, 1, 1, 1, 1, 7, 1, 1, 1, 1, 1, 5, 6, 1, 7, 7, 1, 2, 2, 2, 2, 3, 4, 1, 1}, { 1, 1, 5, 6, 1, 1, 1, 1, 5, 6, 1, 7, 1, 5, 6, 1, 1, 2, 8, 8, 8, 8, 4, 1, 1}, { 1, 1, 7, 1, 1, 1, 1, 1, 7, 1, 1, 1, 1, 7, 1, 1, 1, 2, 8, 4, 4, 4, 4, 1, 1}, { 1, 1, 1, 1, 5, 6, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 8, 4, 1, 1, 1, 1, 1}, { 1, 1, 1, 1, 7, 1, 1, 1, 1, 1, 1, 1, 2, 8, 8, 8, 8, 8, 8, 4, 1, 5, 5, 6, 1}, { 1, 5, 6, 1, 1, 1, 1, 1, 1, 5, 6, 1, 2, 8, 4, 4, 4, 4, 4, 4, 1, 7, 7, 1, 1}, { 1, 7, 1, 1, 1, 5, 6, 1, 1, 7, 1, 1, 2, 8, 4, 1, 1, 9, 1, 1, 1, 1, 1, 1, 1}, { 1, 1, 1, 1, 1, 7, 1, 1, 1, 2, 2, 2, 2, 8, 4, 1, 5, 6, 1, 1, 5, 6, 1, 1, 1}, { 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 8, 8, 8, 8, 4,10, 7, 1, 1, 1, 7, 1, 1, 5, 6}, { 1, 1, 1, 5, 6, 1, 2, 2, 2, 2, 8, 4, 4, 4, 4, 1, 1, 1, 1, 1, 1, 1, 1, 7, 1}, { 1, 1, 1, 7, 1, 1, 2, 8, 8, 8, 8, 4, 1, 1, 1, 1, 1, 5, 6, 1, 1, 1, 1, 1, 1}, { 1, 1, 1, 1, 1, 1, 2, 8, 4, 4, 4, 4, 1, 1, 5, 6, 1, 7, 1, 1, 1, 5, 6, 1, 1}, { 2, 2, 2, 2, 2, 2, 2, 8, 4, 1, 1, 1, 1, 1, 7, 1, 1, 1, 1, 1, 1, 7, 1, 1, 1}, { 8, 8, 8, 8, 8, 8, 8, 8, 4, 1, 5, 6, 1, 1, 1, 1, 1, 5, 6, 1, 1, 1, 1, 1, 1}, { 4, 4, 4, 4, 4, 4, 4, 4, 4, 1, 7, 1, 1, 1, 1, 1, 1, 7, 1, 1, 1, 1, 1, 1, 1}, { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}}; unsigned short tile_set_2Map1BoundMapData[18][25] = {{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}}; /* tile sequences */ int tile_set_2SeqLength[] = { -1 }; int tile_set_2SeqPosition[0 + 1]; int tile_set_2SeqCounter[0 + 1]; int * tile_set_2Sequences[] = { Empty }; /* tile sequences */ int objsSeqLength[] = { -1 }; int objsSeqPosition[0 + 1]; int objsSeqCounter[0 + 1]; int * objsSequences[] = { Empty }; /* bitmap data */ const struct GFX_BITMAP_DATA GfxTiles1Bitmap = { "Tiles1", 320, 32, 32, 32, 10, 1, 81, 1, 0, &Tiles1Sequences[0], &Tiles1SeqLength[0], &Tiles1SeqPosition[0], &Tiles1SeqCounter[0] }; const struct GFX_BITMAP_DATA Gfxtile_set_2Bitmap = { "tile_set_2", 320, 32, 32, 32, 10, 1, 81, 1, 0, &tile_set_2Sequences[0], &tile_set_2SeqLength[0], &tile_set_2SeqPosition[0], &tile_set_2SeqCounter[0] }; const struct GFX_BITMAP_DATA GfxobjsBitmap = { "objs", 320, 32, 32, 32, 10, 1, 81, 1, 0, &objsSequences[0], &objsSeqLength[0], &objsSeqPosition[0], &objsSeqCounter[0] }; #endif
如你也是地图制作初学者,可以看看:Game: Map Design Considerations 游戏地图设计指南,希望对你有帮助。
Enjoy~
Mars
August 4,2013
Any to share, e-me: [email protected]