# How to march tiles together like in Terraria?

by Tyyppi_77   Last Updated April 10, 2015 00:05 AM

I've been trying to get tile marching to work like in Terraria, and I got something to work. I don't think it's actually very good way of doing this, so I'm wondering what would be really the main way of doing this.

Here's a picture of what I want to accomplish:

As you can see, this really does the thing that I want, but it's so horrible looking and it'd be a pain to extend for different types of tiles.

Here is my code for this. I coded this as a test, so my full game would use tile classes etc.

``````for x, tile in enumerate(row):
if tile:
try:
air = row[x + 1]
except Exception:
pass
else:
if not air:
if not LEVEL[y - 1][x]:
tile = 3
else:
tile = 6
air = row[x - 1]
if not air:
if not LEVEL[y - 1][x]:
if tile == 3:
tile = 5
else:
tile = 4
else:
if tile == 6:
tile = 8
else:
tile = 7
LEVEL[y][x] = tile
for y, row in enumerate(LEVEL):
for x, tile in enumerate(row):
if LEVEL[y - 1][x] in (6, 3, 14):
try:
pos = LEVEL[y][x + 1]
except Exception as e:
print(e)
else:
if pos in (2, 3):
LEVEL[y][x] = 11
if LEVEL[y - 1][x] in (7, 4, 15):
pos = LEVEL[y][x - 1]
if pos in (2, 4):
LEVEL[y][x] = 12
if LEVEL[y - 1][x] in (5, 8):
if LEVEL[y][x] == 1:
LEVEL[y][x] = 13
if LEVEL[y][x] == 6:
if LEVEL[y][x - 1] in (2, 4):
LEVEL[y][x] = 14
if LEVEL[y][x] == 7:
try:
tile = LEVEL[y][x + 1]
except Exception as e:
print(e)
if tile in (2, 3):
LEVEL[y][x] = 15
``````

The basic idea behind this is just to look for some air and dirt, and set the tiles image from those.

Basically then when I'm drawing this I just take the value at a coord and blit the corresponding image to the screen.

So how would I go about making this as readable and easily extendable as possible? Does anyone know how Terraria handles this?

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