Gobligine/doc/scripts/mapsetup.html
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<title>Stratagus Configuration Language Description: PUD conversion</title>
</head>
<body>
<pre width=80>
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/ _____// |_____________ _/ |______ ____ __ __ ______
\_____ \\ __\_ __ \__ \\ __\__ \ / ___\| | \/ ___/
/ \| | | | \// __ \| | / __ \_/ /_/ > | /\___ \
/_______ /|__| |__| (____ /__| (____ /\___ /|____//____ >
\/ \/ \//_____/ \/
______________________ ______________________
T H E W A R B E G I N S
Stratagus - A free fantasy real time strategy game engine
</pre>
<hr>
<h1>Stratagus Configuration Language Description: Map Setup</h1>
<hr>
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<hr>
<a href="#SetStartView">SetStartView</a>
<a href="#SetAiType">SetAiType</a>
<a href="#SetHeightMap">SetHeightMap</a>
<a href="#SetTile">SetTile</a>
<a href="#SetTileMap">SetTileMap</a>
<hr>
<h2>Intro - Introduction to functions to setup maps</h2>
A map is defined in 2 steps. This page documents map setup functions
used in the second step.
<p>
The map setup functions load the actual map into the engine. This
includes functions to load the tileset which
are defined in the <a href="tileset.html">Tileset page</a>.
<p>
Other functions defined elsewhere are usefull in the map setup step:
<a href="game.html#CreateUnit">CreateUnit</a> and
SetPlayerData, SetSharedVision, SetDiplomacy.
<p>
Note: This is for the new map format. Not implemented yet.
<h2>Functions</h2>
<a name="SetStartView"></a>
<h3>SetStartView(player, x, y)</h3>
Set the location of the map stratagus will show to the given
player when starting. This works a little bit like a special
CenterMap for each player.
<dl>
<dt>player</dt>
<dd>number of the player</dd>
<dt>x</dt>
<dd>x position in tiles</dd>
<dt>y</dt>
<dd>y position in tiles</dd>
</dl>
<h4>Example</h4>
<pre>
SetStartView(0, 20, 10)
</pre>
<a name="SetAiType"></a>
<h3>SetAiType(player, ai-type)</h3>
Set what kind of ai algorithm should be used. For example: an air based
ai for a map with a lot of obstacles. Call this function only when creating
a game, not during the game.
<p>
<dl>
<dt>player</dt>
<dd>
The player number.
</dd>
<dt>ai-type</dt>
<dd>
The name of the ai algorithm to use.
</dd></dl>
<h4>Example</h4>
<pre>
SetAiType(0, "ai-air")
</pre>
<a name="SetHeightMap"></a>
<h3>SetHeightMap(imagepath)</h3>
A pixel in the heightmap represents the height of one tile. This
function is optional. If the game doesn't need a height map, default
values will be used.<p>
<dl>
<dt>imagepath</dt>
<dd>Filename of the grayscale image for the heightmap.
Black(0) is lowest level. White(255) is highest level.</dd>
</dl>
<p>
Note: This is for the new map format. Not implemented yet.
<h4>Example</h4>
<pre>
SetHeightMap("doomworld/doomworldheights.png")
</pre>
<a name="SetTile"></a>
<h3>SetTile(tilemodel, x, y)</h3>
Set a tile of the tilemodel given by tilename at the position defined
by the x,y coordinates. SetTile can be called ingame for special effects.
<h4>Example</h4>
<pre>
-- Create a uniform desert of sand.
for i=0 to 32 do
for j=0 to 32 do
SetTile("sand", i, j)
end
end
</pre>
<a name="SetTileMap"></a>
<h3>ApplyTileMap(tilemapfile, x, y, width, height)</h3>
Apply a tilemap from a compact tilemap file to our tilemap.
<dl>
<dt>tilemapfile</dt>
<dd>Path to the tilemapfile.</dd>
</dl>
<p>
Note: This is for the new map format. Not implemented yet.
<h4>Example</h4>
<pre>
-- Load the full map from a file
SetTileMap("doomworld/doomworld.tmf", 0, 0, 64, 64)
-- Replace the middle square with a tilemap showing a volcano
SetTileMap("doomworld/volcano.tmf", 25, 25, 10, 10)
</pre>
<p>
<hr>
(C) Copyright 2002-2015 by The <a href="https://launchpad.net/stratagus">Stratagus</a> Project under the <a href="../gpl.html">GNU General Public License</a>.<br>
All trademarks and copyrights on this page are owned by their respective owners.<br>
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