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map.dxt
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/*
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$Id: map.dxt,v 1.1 2001/10/15 15:00:06 gnurou Exp $
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Copyright (C) 2001 Kai Sterker
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Part of the Adonthell Project http://adonthell.linuxgames.com
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY.
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See the COPYING file for more details.
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*/
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/*! \page page4 The Map Engine
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The map engine consists of several parts that work together to display the
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%game world on %screen.
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\section map_data Map Data
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The landmap holds the %data of the map: the actual \link mapobject graphics
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\endlink used on that map, and the information how to place them. A single map
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can contain multiple, independent \link mapsquare_area terrains \endlink
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that share the same graphics though. All terrains (or submaps) of a map are
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kept in memory, so transition between them is fast. Therefore it is desirable
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to keep related areas, like different levels of a dungeon or the floors of a
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building, on the same map.
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\section map_rendering The Renderer
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The %data on its own is only of little use as long as there is no way of displaying
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it. This is the \link mapview mapview's \endlink task. It renders a certain area
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of the map and everything on it onto a surface. That way, it can be as easily
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displayed on %screen as it can be saved to disk.
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The %mapview itself is rather dumb and without further instructions it would
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render the same part of the map for the rest of eternity. A \link py_object python
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script \endlink can be used to achieve a dynamic behaviour of the mapview, like
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following the player around the map. This script is called once every cycle of the
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%game and has access to practically all API functions and in-%game data, to permit
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as much flexibility as possible.
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*/
map.dxt
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