This is what I’m calling the alpha of my map module. It is not currently even close to finished, nor is it tested, but I wanted to link to it for anybody who may be interested. I will release it on the asset site once I have a hero image.
The module currently offers an (admittedly heavily imposed) data structure for map managing. This structure is used for handling things like 4-bit and 8-bit directional auto-tiling, cell picking, and some other minor things. I have done some extensive work on the documentation but it is still quite sloppy and unfinished. Refer to the demo to see how things work.
The autotiling is based on this method: https://gamedevelopment.tutsplus.com/tutorials/how-to-use-tile-bitmasking-to-auto-tile-your-level-layouts--cms-25673 (I use a modified version of this guys tileset in the demo project btw)
Currently the goal is to get this as user friendly and bug free as possible, and getting the documentation up to snuff. The next goal will be the addition of some fairly powerful and fast AStar path finding. Along the way I’ll add any small convenience functions I can come up with.
As mentioned in the readme, I am fairly open to moderate design changes. I have never released software to the public before, so I’m very used to just designing for my needs, and have no idea what others may find annoying, useless, or outright horribly soul destroying, so let me know. I do already have some ideas for changes, but decided to just release it as is, to get some feedback before I go on a massive crusade to make it even more messed up