Code:
Problem description:
My doubt doesn't involve amount of pixels a mob holds, but the amount of tiles it occupies. The engine provides any easy way of managing that? Or I would have to elaborate an extensive code to give the players the impression/illusion that a certain mob is actually above four tiles due to his size?
My objective is to make a board game that will require that all units on the match have at least 16 adjacent positions, which would be easily achieved if the units occupied 4 spaces instead of a single one. Since I'm only starting to learn the language, I guess it would help a lot asking in advance.
Thanks for the attention!
Sep 6 2012, 9:35 am
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http://www.byond.com/docs/ref/info.html#/proc/obounds
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You can simply change the size of the bounding box of the objects. A warning, though: changing it to anything other than a multiple of world.icon_size will activate pixel-movement mode, which disables tile-to-tile gliding animations.
mob/big And here's an undocumented shortcut:
mob/big/bounds = "64,64"
And to check what tiles an object is occupying, you use the locs list. |