More Tiles
World Tiles
To build a detailed and complete game world represented by the tilemap, we need to incorporate more tile options, specifically multiple variations for the ground and outer walls. The invisible barrier tile will also be crucial for functionally blocking off certain areas to the player while remaining visually hidden.
#pragma once
#include <cstdint>
enum class TileID : uint64_t { // NOLINT
kVoid = 0,
kInvisibleBarrier,
kDirtTopLeft,
kDirtTopCenter,
kDirtTopRight,
kDirtMiddleLeft,
kDirtMiddleCenter,
kDirtMiddleRight,
kDirtBottomLeft,
kDirtBottomCenter,
kDirtBottomRight,
kStoneHorizontalLeft,
kStoneHorizontalCenter,
kStoneHorizontalRight,
kStoneVerticalTop,
kStoneVerticalMiddle,
kStoneVerticalBottom,
kPlasticBlock,
};Breakable Tiles
To ensure proper interaction with the updated tiles, we first need to adapt the collision handling functions for the Player and the Mushroom.
Then, we will introduce a new gameplay feature: breakable tiles. The orange "plastic" tiles will be destroyed when the Player jumps and hits them from below.
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