main = NeEngine.new(800,600,32,:hardware) # Main is an instance of the NeEngine class, 800x600 Window, 32 bit color hardware accelerated.
main.init(:video) # Initialize the video.
main.init(:audio) # Initialize the audio.
main.init(:player,"Jerry") # Create a new player object.
main.init(:map,"World",300,300) # Create a new map named "World" that is 300x300 tiles.
main.start # Start the game/engine.
1) I have a basic structure for the Map class which needs to contain a small amount of information, Most importantly a 2D Array. The engine will allow for unlimited graphic layers (to be drawn on top of each other to give the effect of depth). Each cell in the 2d array contains a Tile object, which is another simple structure that contains an array of Events that can be called through the engine and an array of images(@Layers) to store the tile graphics to be drawn.
This seems really crude but I wasn't sure how else to handle it. m_array is a simple function that returns an n*n array. :lol: So I imagine that having a map of any useable size will be very resource intensive. I didn't think about this when I made an instance variable in the Engine class @maps that stores every map object created…anyhow, I need a new way to point to the maps (an array of filename strings pointing to them?) and a serious rework of the map and tile class. Any ideas?