![]() ![]() #DWARF FORTRESS TILESET 2D HOW TO#I've written a quick explanation of how to detect the diamond shapes around edges using geometry but haven't made a full interactive version on this page.David Stark has a blog post about grids in games, and points out that Dwarf Fortress uses tile-based walls but edge-based floors.Even though many A* implementations are written to work on the tiles, A* itself cares about both tiles and edges, so it can handle maps where each edge is marked as walkable or not.We don't need it for the simple case here, but it is useful if you are working with an irregular grid or if you have variably sized objects on your map. A multiplicative voronoi diagram can calculate the pixel areas closest to the edges and tiles.My guide to grids covers coordinate systems for tiles, edges, and corners, not only for square grids, but also for hexagonal and triangular grids.Anna Harren has a way to do this with hexagons too! More # I haven't had a use for this in my own projects but I'm including it because it's a neat idea that someone might find useful. This approach lets you store corners, edges, and tiles all in the same array. Move the slider to control the sizes, and mouse over the map to see what is activated. The tiles are detected with small squares, and edges are detected with hexagons. If we want the mouse to work with both tiles and edges, we can build polygons that work with both. Mouse over the map to see the area of pixels that would activate an edge. Each square is made from two tile centers and two tile corners. When working with tile edges, we find the closest tile by looking squares at a 45° angle. It's so simple we don't even think about it! Mouse over the map to see the area of pixels that would activate a tile. These squares are exactly the same as the tiles. When working with tiles, we find the closest tile by looking at squares. ![]() In some games we want to be able to determine which tile/edge is closest to the mouse position. ,Wįor more details, including coordinates for corners and more tile+edge+corner relationships, see my guide to grids. On this page I'm going to show Y increasing downwards. In math and in 3D graphics, Y increases upwards in many 2D graphics systems, Y increases downwards. Coordinate systems #Ĭoordinates for square tiles have two different conventions. A pipe is drawn between the tile centers a wall is drawn between the corners. The "pipe" style connectors and the "wall" style dividers use the same logic underneath. I find this less error prone than putting constraints on what combinations of tiles and edges are allowed. Whenever possible, I make either tiles or edges primary, and calculate the other using a function. ![]() Click on tiles: Tiles are primary edges are secondary (XOR) Here's an example of adding thin walls when exactly one neighboring tile has a thick wall. Click on edges: Edges are primary tiles are secondary (OR) Click on tiles: Tiles are primary edges are secondary (AND)Īlternatively, we can make the edges primary, and place pipes on tiles when any edge is marked. If we make the tiles primary, we can place edges when both tiles are marked. We want to know which tiles are connected to the pipe network, but we also want to know which edges connect tiles to each other. Click on tiles: Tiles are primary edges are secondary (OR)Ĭonsider the example of pipes/wires between adjacent tiles. We can light edges when either tile is lit. In this example showing grid lighting, the tiles are primary. I try to make one of the two primary and then calculate the other one. Thick walls on tiles Thin walls on edges Examples ![]()
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