From fe20bafc80cba5a5a0363aaa2b4b60b2e68bde85 Mon Sep 17 00:00:00 2001 From: "Juan J. Martinez" Date: Thu, 24 Jun 2021 22:07:49 +0100 Subject: First pass to document map.py --- docs/tools.md | 112 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 111 insertions(+), 1 deletion(-) (limited to 'docs') diff --git a/docs/tools.md b/docs/tools.md index 92fef88..79c181d 100644 --- a/docs/tools.md +++ b/docs/tools.md @@ -84,7 +84,117 @@ png2sprites.py -i player_sprite player.png > player.h ### map.py -TODO +This is a map importer to use with [tiled](https://www.mapeditor.org/) JSON format. + +The map importer supports: + +- **entities**: an object layer describing game entities such as enemies. +- **map**: a tile layer describing the map itself. + +#### Map requirements + +The map file is expected to follow this conventions: + +- It is in JSON format (File > Export > JSON file format; after exported, the + map file can be opened and saved normally with tiled). +- The map entities will be in an object layer named "Entities". +- The map tiles will be in a tile layer named "Map". +- The tileset used will be named "default". + +Please check `map.json` of the example game for a reference. + +#### Configuration + +The map importer requires a configuration file in JSON format that provides +information about the valid entities in the map. + +For each entity it expects: + +- **bytes**: number of bytes, if `--max-bytes` is used, otherwise use 0. +- **w**: weight, if `--max-entities` is used, otherwise use 0. +- **name**: name to refer to this entity in tiled (required). + +This allows the tool to validate the map and ensure that: + +- Unknown entities are not referenced. +- The entities follow the same order expected by the game (the order is the + entity type). +- No room has uses more bytes or entities than expected. + +Please check `data/map_conf.json` in the example game for an example. + +#### Rooms + +Tiled doesn't have support to define rooms in a big map, so this importer will +split the map in rooms of a specific size (32x24 tiles by default), translating +the information of any entity on that area. + +The map size must be multiple of the room size and the result will be a number +of rooms to be used independently by the game. + +Each of these rooms will have the following structure: + +| Size | Description | +| --- | --- | +| 2 bytes | map data length (0 for empty map, and no more data will be included) | +| 1 byte | entities length in bytes, including the terminator byte (0xff) | +| n bytes | map data (n-bit per tile, default 8-bit), may be compressed | +| m bytes | entity data (ends with 0xff) | + +The output by default it is an C include file. + +For example: +``` +map.py --aplib map.json rooms > rooms.h +``` + +Will generate an include file with a `rooms` array pointing to the generated +rooms. In this case, the output is compressed with [aPLib](extra-lib-ref.html#aplib-compression). + +The include by default will not include the data if `LOCAL` is undefined. It +should be included as follows in **one** C module: +```c +/* in data.c for example */ +#define LOCAL +#include "rooms.h" +#undef LOCAL + +``` + +Refer to the example game and `run_game()` in `game.c` for a full example. + +#### Entities + +Entities are defined in the `Entities` layer by using rectangle objects. + +The expected properties are: + +- **x** and **y** for the position. +- **name** for the entity type, and it should match a name in the map configuration. +- **width** and **height** optionally, see "Custom properties". + +In "Custom properties" the map importer supports: + +- **param** (type int, 0 or 1): a bit encoded in as MSB in the entity type. +- **fixed** (type int, 0 or 1): if the width or the height should be encoded as + part of the entity. + +The entities are encoded as 3 bytes by default, as follows. + +| Byte | Description | +| --- | --- | +| t | MSB is set if param is 1, the rest (7 lower bits, from 0 to 127) is the index of the entity in the configuration file | +| x | x position in the room, in pixels| +| y | y position in the room, in pixels| + +If the entity has the `fixed` property, an extra byte is added with the width +or height (whatever is bigger) *in tiles*. This can be used for entities that +cover an area, for example a moving platform. The example game doesn't use +this property. + +The entities are encoded a stream that ends with the byte `0xff` as terminator. + +Refer to the example game and `init_map_entities()` in `game.c` for a full example. ## Build helpers -- cgit v1.2.3