mp_grid_create(xstart, ystart, hcells, vcells, cellwidth, cellheight):
Argument | Description |
---|---|
xstart | Starting x coordinate of the mp_grid in the room |
ystart | Starting y coordinate of the mp_grid in the room |
hcells | Number of horizontal cells that the mp_grid will contain |
vcells | Number of vertical cells that the mp_grid will contain |
cellwidth | The width (in pixels) of each individual cell of the mp_grid |
cellheight | The height (in pixels) of each individual cell of the mp_grid |
Returns: Real.
With this function you can create an mp_grid for the motion
planning functions. It returns an index that must be used in all
other mp_grid function calls. The x and y coordinates indicate the
position of the top-left corner of the grid, hcells and vcells
indicate the number of horizontal and vertical cells to be created
within the grid, and cell width and cell height indicate the size
of the cells in pixels. You can create and maintain multiple grid
structures at the same moment if you need them for different
things, but be aware that these are complex functions and the more
you use and the higher the cell resolution then the slower your
game could be.
globalvar grid;
grid = mp_grid_create(0, 0, room_width / 32, room_height /32, 32,
32)
The above code creates a global variable "grid", then generates an mp_grid and assigns its index (id) to that variable for use in all further mp_grid function calls. The grid covers the room, with a cell resolution of 32x32 pixels. This means that, for example, in a room that is 640x480, the grid would contain 300 cells: 20 horizontal cells (640 / 32) multiplied by 15 vertical cells (480 /32) gives 300 cells