Game Editor: Map3 data structure | ||||||||||
(map)
format = 3__(This map format is always labeled as 3)
isCompressed = false__(This data is un-compressed. Files are compressed) width = 20__(the map width, in tiles) height = 15__(the map height, in tiles) tileSize = 16__(the width & height of each tile, in pixels) [chipsets]__(there can be up to 36 chipsets)
0 = "chipset/basis.png"
1 = "chipset/pokemon.png" 2 = "chipset/zelda.png" [layers]__(there can be up to 9 layers)
[0]
[x]
[y]
chipset = 0__(chipset index. This one refers to basis.png)
x = 4__(this tile's horizontal coordinate in the chipset, in tiles) y = 12__(this tile's vertical coordinate in the chipset, in tiles) [1]
[x]
[y]
chipset = 2__(chipset index. This one refers to zelda.png)
x = 35__(coordinates can be between 0 and 35) y = 0 [collision]
[x]
y = 0
y = 0 y = 1 y = 0
(map_mc)
(layer0_mc)
pic = BitmapData__(image data being displayed by layer0_mc)
(layer1_mc)
pic = BitmapData__(image data being displayed by layer1_mc)
[layers_mc_array]
[0]__(reference to layer0_mc movieClip)
[1]__(reference to layer1_mc movieClip) [2]__(reference to layer2_mc movieClip) [chipset_mc_array]
[0]
file = "chipset/basis.png"__(path to an image file)
pic = BitmapData__(image data of basis.png) [1]
file = "chipset/pokemon.png"__(path to an image file)
pic = BitmapData__(image data of pokemon.png) [collision_array]
[x]
y = 0
y = 0 y = 1 y = 0 |
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Last updated: December 27, 2014 |