3.2 KiB
B11 - Unnamed building
OVERWORLD tileset, 6 x 2 cells (12 x 4 tiles of 8px, 96 x 32 px). Appears 5 times in the game. Tile ids index assets/generated/tilesets/overworld.png, 16 per row.
Coordinates are 1-based and local to the building: cell x=1..6, y=1..2; tile column c=1..12, tile row r=1..4. No terrain padding is included - edge rows and columns that were pure ground have been trimmed.
Symbol grid
x1 x2 x3 x4 x5 x6
+-----+-----+-----+-----+-----+-----+
y1 | A B | C C | C C | C C | C C | D E |
| F G | H H | H H | H H | H H | I J |
+-----+-----+-----+-----+-----+-----+
y2 | K L | M N | O M | M O | M M | P Q |
| R S | S S | S S | S S | S S | S T |
+-----+-----+-----+-----+-----+-----+
Same grid, raw tile ids
x1 x2 x3 x4 x5 x6
+---------+---------+---------+---------+---------+---------+
y1 | 5 6 | 7 7 | 7 7 | 7 7 | 7 7 | 8 9 |
| 21 22 | 23 23 | 23 23 | 23 23 | 23 23 | 24 25 |
+---------+---------+---------+---------+---------+---------+
y2 | 37 38 | 10 34 | 35 10 | 10 35 | 10 10 | 40 41 |
| 78 26 | 26 26 | 26 26 | 26 26 | 26 26 | 26 79 |
+---------+---------+---------+---------+---------+---------+
As a 1-based Lua array, rows[r][c]:
local rows = {
{ 5, 6, 7, 7, 7, 7, 7, 7, 7, 7, 8, 9 }, -- r1
{ 21, 22, 23, 23, 23, 23, 23, 23, 23, 23, 24, 25 }, -- r2
{ 37, 38, 10, 34, 35, 10, 10, 35, 10, 10, 40, 41 }, -- r3
{ 78, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 79 }, -- r4
}
Legend
Legend pending.
A= tile 5, used 1xB= tile 6, used 1xC= tile 7, used 8xD= tile 8, used 1xE= tile 9, used 1xF= tile 21, used 1xG= tile 22, used 1xH= tile 23, used 8xI= tile 24, used 1xJ= tile 25, used 1xK= tile 37, used 1xL= tile 38, used 1xM= tile 10, used 5xN= tile 34, used 1xO= tile 35, used 2xP= tile 40, used 1xQ= tile 41, used 1xR= tile 78, used 1xS= tile 26, used 10xT= tile 79, used 1x
Collision
Cell walkability reads the bottom-left 8px tile of each cell (src/world/Map.lua:6):
y1 SOLID SOLID SOLID SOLID SOLID SOLID
y2 SOLID SOLID SOLID SOLID SOLID SOLID
Every cell is solid - this building has no door of its own.
Silhouette
154 of the 3072 px inside the box are ground outside the black outline, so the 96x32 box is not a solid rectangle - a pixel-perfect cutout has to follow the outline. Terrain pixels by tile row:
r1 c1:48px, c2:16px, c11:16px, c12:48px
r3 c1:5px, c12:5px
r4 c1:8px, c12:8px
Where it stands
| map | cell (x,y) | door | leads to |
|---|---|---|---|
| CELADON_CITY | (20,14) | - | scenery, no entrance |
| CERULEAN_CITY | (14,10) | - | scenery, no entrance |
| CERULEAN_CITY | (34,10) | - | scenery, no entrance |
| CERULEAN_CITY | (18,24) | - | scenery, no entrance |
| CERULEAN_CITY | (28,24) | - | scenery, no entrance |

