Parsing single rooms designed in Tiled Mapeditor to match our planned architecture.
A room consists of:
Five Layers
TileLayer -> Representing the bounds
EnviromentLayer -> Representing desctructible or interactible non-moving objects
EntityLayer -> Represents a blueprint of entities that move on their own, can be destroyed
NodeLayer -> Combination of TIle+Enviroment, represents a node map for AI movement
CurrentRepresentation -> Shows the current state of entities in a room
Rooms are:
17*11 Tiles
Parsing single rooms designed in Tiled Mapeditor to match our planned architecture.
A room consists of:
Five Layers
TileLayer -> Representing the bounds
EnviromentLayer -> Representing desctructible or interactible non-moving objects
EntityLayer -> Represents a blueprint of entities that move on their own, can be destroyed
NodeLayer -> Combination of TIle+Enviroment, represents a node map for AI movement
CurrentRepresentation -> Shows the current state of entities in a room
Rooms are:
17*11 Tiles