3.5 KiB
3.5 KiB
B33 - Unnamed building
OVERWORLD tileset, 4 x 4 cells (8 x 8 tiles of 8px, 64 x 64 px). Appears 1 time 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..4, y=1..4; tile column c=1..8, tile row r=1..8. No terrain padding is included - edge rows and columns that were pure ground have been trimmed.
Symbol grid
x1 x2 x3 x4
+-----+-----+-----+-----+
y1 | A B | C C | C C | D E |
| F G | H H | H H | G I |
+-----+-----+-----+-----+
y2 | F G | H H | H H | G I |
| F J | K K | K K | L I |
+-----+-----+-----+-----+
y3 | M N | O O | O O | P Q |
| R S | S S | S S | S T |
+-----+-----+-----+-----+
y4 | R O | O O | U V | O T |
| W X | X X | * Y | X Z |
+-----+-----+-----+-----+
Same grid, raw tile ids
x1 x2 x3 x4
+---------+---------+---------+---------+
y1 | 5 6 | 83 83 | 83 83 | 8 9 |
| 21 56 | 18 18 | 18 18 | 56 25 |
+---------+---------+---------+---------+
y2 | 21 56 | 18 18 | 18 18 | 56 25 |
| 21 22 | 23 23 | 23 23 | 24 25 |
+---------+---------+---------+---------+
y3 | 37 38 | 10 10 | 10 10 | 40 41 |
| 15 34 | 34 34 | 34 34 | 34 31 |
+---------+---------+---------+---------+
y4 | 15 10 | 10 10 | 11 12 | 10 31 |
| 78 26 | 26 26 | 27 28 | 26 79 |
+---------+---------+---------+---------+
As a 1-based Lua array, rows[r][c]:
local rows = {
{ 5, 6, 83, 83, 83, 83, 8, 9 }, -- r1
{ 21, 56, 18, 18, 18, 18, 56, 25 }, -- r2
{ 21, 56, 18, 18, 18, 18, 56, 25 }, -- r3
{ 21, 22, 23, 23, 23, 23, 24, 25 }, -- r4
{ 37, 38, 10, 10, 10, 10, 40, 41 }, -- r5
{ 15, 34, 34, 34, 34, 34, 34, 31 }, -- r6
{ 15, 10, 10, 10, 11, 12, 10, 31 }, -- r7
{ 78, 26, 26, 26, 27, 28, 26, 79 }, -- r8
}
Legend
Legend pending.
*= tile 27, used 1xA= tile 5, used 1xB= tile 6, used 1xC= tile 83, used 4xD= tile 8, used 1xE= tile 9, used 1xF= tile 21, used 3xG= tile 56, used 4xH= tile 18, used 8xI= tile 25, used 3xJ= tile 22, used 1xK= tile 23, used 4xL= tile 24, used 1xM= tile 37, used 1xN= tile 38, used 1xO= tile 10, used 8xP= tile 40, used 1xQ= tile 41, used 1xR= tile 15, used 2xS= tile 34, used 6xT= tile 31, used 2xU= tile 11, used 1xV= tile 12, used 1xW= tile 78, used 1xX= tile 26, used 4xY= tile 28, used 1xZ= 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
y2 SOLID SOLID SOLID SOLID
y3 SOLID SOLID SOLID SOLID
y4 SOLID SOLID DOOR SOLID
Enterable cell: (3,4).
Silhouette
186 of the 4096 px inside the box are ground outside the black outline, so the 64x64 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, c7:16px, c8:48px
r5 c1:5px, c8:5px
r6 c1:8px, c8:8px
r7 c1:8px, c8:8px
r8 c1:8px, c8:8px
Where it stands
| map | cell (x,y) | door | leads to |
|---|---|---|---|
| ROUTE_5 | (8,18) | (10,21) | DAYCARE |

