C # development Wpf/silverlight animation and games series Tutorials (Game Course): (10) Construction and algorithm of tilt α map
In the current network game, the map is basically to take a certain angle of the assembly map, which there are two kinds of slope map construction Way:
The first I call pseudo-tilt map: This type of map presentation layer picture is the slope, but the map base obstacles, such as the construction is actually a square, the following figure:
In fact, the most typical example is the content shown in the previous section, the map is oblique, but we use vertical obstacles to its base layout, which is a typical pseudo-slope map.
The advantage of this map is that you can use a straightforward map construction algorithm (explained in detail in the previous section), as well as a beautiful picture. However, when you apply it to the actual game, you will find that the characters will be very awkward when they are spared the irregular obstacles. Of course, if you can make a good map editor and have a matching map, these may not be a big problem.
The second is true: the gradient alpha map. Below I will explain the basic principle of the type map and its implementation and algorithm in Wpf/silverlight.
First of all, explain the alpha angle. Generally speaking, the game-type or chess round network games love the 60-degree, 45-degree map structure, and 2D-MMORPG network game is not a certain law, can be arbitrary angle (according to the map development planning to set up a unified constraints and norms). Now let's take a look at a picture: