Tiled 2d World Map Size Issue
Hey all, I am creating a 2D tile based XNA game. Basically the character can move any direction one tile at a time. I am using the Tiled map editor: http://www.mapeditor.org/ to create my map. I have not found any good tutorials or documentation on this yet.
Here is my issue:
I am attempting to load a very large world map into my game.开发者_JAVA技巧 Each gridspace is 32x32 pixels. The map itself is 1000x1000 gridspaces. At a first glimpse, this seems bad because of the size. When I loaded this WorldMap into my game XNA threw an out of memory error because the image was too large. I feel like I am approaching this from the wrong angle. Does anyone know a better way to handle a large world map? It would be nice to only load in what the character can see, that would be way more efficient however, that does not solve my problem of loading this huge image. Another idea would be a smaller image for each area but I am not sure how to do that since it's a world. Any ideas, tips, tutorials, I am sure this is a common issue that has been solved several times using several different solutions. Thank you!
When I was creating 2d XNA game I did:
- My own format of binary map file. This file contains map name, map width and height in tiles etc and map array. It was simply byte array (byte[]) where each value corresponds to tile type.
- Tile type. It's just simple class with some properties: movement cost (-1 if player can't move over this tile), which types of creatures can live in this tile, tile images etc.
- Tile types db. It's just xml file contains tile types.
So, when game loads a level:
- Load map and find in tile type db tiles which used in this map.
- Load appropriate images for this tiles. Only once. It can be reused for different tiles with same type.
- Draw only visible (for player) tiles with some reserve. As example draw only screen_width/tile_size_y*2 in width and screen_height/tile_size_y*2 in height. When player moves recalc visible tiles.
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