Decoding the Map UI
Posted: Wed Jun 12, 2013 10:05 pm
I am a Java/Android programmer looking into designing a RPG Mapping system for mobile devices. I've been looking through the MapTool SourceForge for a few days to see if there is an easier/better way of designing the actual map grid. I've looked into a small list of ideas, but I still find that your program has the best implementation. If I could be pointed out to a few key classes, that'd be great.
I'm mostly looking at duplicating tiles along the grid, storing grid data in the form of an array to be altered as needed, for the floor tiles at least. What I'm trying to do is, basically, figure out how the background is generated and attempt to scale it down for devices that may only have a gig of RAM at best. Then, once I've generated a background (say, a grass field), I'll have to figure out how to manage stationary objects, walls, and the like, and finally token movement. After that, it's all UI and networking.
I realize Java uses Swing/AWT, but it'd be a good start.
I'm mostly looking at duplicating tiles along the grid, storing grid data in the form of an array to be altered as needed, for the floor tiles at least. What I'm trying to do is, basically, figure out how the background is generated and attempt to scale it down for devices that may only have a gig of RAM at best. Then, once I've generated a background (say, a grass field), I'll have to figure out how to manage stationary objects, walls, and the like, and finally token movement. After that, it's all UI and networking.
I realize Java uses Swing/AWT, but it'd be a good start.