Glimmr Automap

version 2/101030 by Erik Temple

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  • Example: * Minimal Automap - This example shows the simplest possible setup for using Glimmr Automap. Basically, this means including the extension and a tileset extension, and then defining and opening up a map-window.

    Add the line "Include Glimmr Bitmap Font by Erik Temple" after the Glimmr Automap inclusions to activate the query functionality.

    Be sure to use the "opening up the map window rules" or to otherwise protect the phrase for opening your graphics window; if you don't, your game will not open in text-only interpreters.

    To see how the map will look on text-only interpreters, add the line:

        Release along with the "Quixe" interpreter.

    to the source code and press the "Browse" button in the results panel after compilation. Check out Mark Tilford's Automap extension for settings and commands that apply only in text interpreters.

        "Minimal Automap"

        Include Glimmr Automap by Erik Temple.
        Include Glimmr Automap Tileset by Erik Temple.

        [Before looking for the first time:
            say "This is a small example for Glimmr Automap, a graphical front-end to Mark Tilford's Automap extension. It generates a map as the player explores the world of the game, with very little effort needed on the part of the author.[paragraph break]This example provides a tiny map, illustrating the use of the extension without any configuration or custom code. To see the source for the example, type SOURCE CODE.[paragraph break][italic type]Instructions[roman type]:[line break] Zoom the map by using the + and - buttons.[line break] Click on a room in the map to identify it by name."

        Getting source code is an action applying to nothing. Understand "source code" as getting source code.

        Carry out getting source code:
            say "Cavern is a room. North of Cavern is Cave. South of Cavern is Deep Tunnel. Down from Deep Tunnel is Pit. Southeast of Deep Tunnel is Underground Lake.[paragraph break]Outside from Cave is Cliffside. East of Cliffside is Foothills.[paragraph break]The player is in Foothills.[paragraph break]The map-window is a map-display window spawned by the main-window. The position is g-placeabove. The measurement of the map-window is 50. The associated canvas of the map-window is the map-canvas.[paragraph break]The map-canvas is a g-canvas.[paragraph break]When play begins:[line break] follow the opening up the map window rules."]

        Cavern is a room. North of Cavern is Cave. South of Cavern is Deep Tunnel. Down from Deep Tunnel is Pit. Southeast of Deep Tunnel is Underground Lake.

        Outside from Cave is Cliffside. East of Cliffside is Foothills.

        The player is in Foothills.

        The map-window is a map-display window spawned by the main-window. The position is g-placeabove. The measurement of the map-window is 50. The associated canvas of the map-window is the map-canvas.

        The map-canvas is a g-canvas. [The associated canvas of a g-element is the map-canvas.]

        When play begins:
            follow the opening up the map window rules.[ [or:]
            open up the map viewport; [or:]
            if glulx graphics is supported, open up the map-window]