2DPluginKIT is a DarkBASIC Professional plug-in dedicated to 2D games development. The primary objective is to simplify development, providing a comprehensive command set to create tiles, layers and special 2D effects.
2D tiles are the basis of the drawing system. Tiles are small graphical blocks used to create larger maps. An assembly of many tiles compose what is known as a layer. The resulting layer is a plane of tiles on two axes (X & Y). The 2DPluginKIT can handle up to 16 layers displayed simultaneously on screen. Using tiles and layers, you can create the perfect 2D environment for your games.
2DPluginKIT features an integrated custom particles system dedicated to creating great effects such as flames, fireballs, snow, rain, smoke, sparkles, energy shields and whatever else your imagination can conjure.
The Fake Lighting system is an effective alternative to Direct3D lights, more suited to sprites in a 2D environment. It pre-calculates the light with the ability to cast shadows, and uses a special normal mapping system to give a more realistic 2D rendering result.
To ease the integration of sprites into layers (for your main character and enemies, for example) and eradicate the need to calculate a rendering order as the game progresses, you can directly attach bobs to the layers. Bobs are in fact DarkBASIC Professional sprites, renamed to ensure there will be no command conflicts when developing a game that uses 2DPluginKIT.
1. Tile System:
2DPluginKIT allows users to create 2D tiles for game mapping, using layers. The tiles can be of various sizes, and include an additional collision and normal mapping image for 2D lighting.
2. Layer System:
Layers are planes of tiles allowing simplified development of large game areas. Layers are generally larger than the game display mode and can be scrolled in all directions. Furthermore, layers are independent of one another, allowing parallax scrolling effects and the flexibility to apply other effects.
3. Lighting System:
F2L is a fake lighting system that simulates lights within 2D environments. The system can use the collision image data from tiles to cast shadows over the environment, and use the normal mapping image to create even more realistic results. All lighting effects are pre-calculated to ensure optimised frame rates in-game.
4. Particle System:
2DPK has a proprietary particle system. The particle sets are similar to the ones available in the eXtends plug-in but applicable to 2D scenes. You can easily create flames, firewalls, fireballs, smoke, rains, snow, sparkles, energy fields and many other particle-based effects.
5. DBAL Animation System:
An easy-to-implement animation system, allowing the use of animated tiles and sprites. Many interesting results can be achieved quickly and efficiently.
6. eXtends compatibility:
For owners of the eXtends plug-in, the commands have been made compatible with the image and sprite dynamic creation commands. Thus, if eXtends is detected when running the program, 2DPluginKIT will use the more sophisticated image, memblock, sprite and bitmap functionality from eXtends in favour of it's own.
Click here to view the complete 2DPluginKIT command set (requires JavaScript enabled)
Start 2DPlugKIT( Mode )
SyncFPS( FrameRate )
ARgb=( Alpha, Red, Green, Blue )
RgbA=( RGBAColor )
Get Default Tile Width()
Get Default Tile Height()
Get Default Tile Transparency()
Set Default Tile Width Width
Set Default Tile Height Height
Set Default Tile Transparency TransparencyFLAG
Debug 2DPlugKIT DebugModeFLAG
=Get Tiled Sprite ID()
Set Tile Sprite Mode( Mode )
Set Tiles Directory DrawerPath$
Create Tile TileID, ImageID
Create Tile TileID, ImageID, TransparencyFLAG
Load Tile FileName$, TileID
Load Tile FileName$, TileID, ImageID, TransparencyFLAG
Set Tile Image TileID, ImageID, TransparencyFLAG
Set Tile Image TileID, ImageID
Set Tile Mask TileID, MaskIMAGEID
Load Tile Mask FileName$, TileID
Set Tile NMap TileID, NormalMAPImageID
Load Tile NMap FileName$, TileID
Set Tile Transparency TileID, Transparency
Disable Tile NMap TileID
Disable Tile Mask TileID
Delete Tile TileID
Paste Tile TileID, X, Y
=Get Tile Exist( TileID )
=Get Tile Width( TileID )
=Get Tile Height( TileID )
=Get Tile Transparency( TileID )
=Get Tile Image( TileID )
=Get Tile Mask Exist( TileID )
=Get Tile NMap Exist( TileID )
Save Tile To File FileChannel, TileID
=Create Tile From File( FileChannel )
Save Tiles To File FileChannel
=Create Tiles From File( FileChannel )
Reserve Tiles TilesCOUNT, TilesWIDTH, TilesHEIGHT
Prepare Tiles
Create Layer LayerID, Width, Height
Set Layer Tile LayerID, XPosition, YPosition, TileID
Set Layer Area LayerID, Left, Top, Right, Bottom
Set Layer Position LayerID, XShift, YShift
Set Layer Position X LayerID, XShift
Set Layer Position Y LayerID, YShift
Scroll Layer LayerID, XScroll, YScroll
Scroll Layer X LayerID, XScroll
Scroll Layer Y LayerID, YScroll
Paste Layer LayerID, Left, Top, Right, Bottom
Paste Layer LayerID
Delete Layer LayerID
Set Layer UV Mode LayerID, U, V
Set Layer Tiles Sizes LayerID, TilesWIDTH, TilesHEIGHT
Copy Layer Destination, Source
Set Layer Visible LayerID, VisibilityFLAG
Set Layer Scroll Mode LayerID, ScrollMODE
Set Layer Scroll Speed XY LayerID, XSpeed#, YSpeed#
Set Layer Scroll Speed X LayerID, XSpeed#
Set Layer Scroll Speed Y LayerID, YSpeed#
Set Layer Camera Mode LayerID, CameraMODE
Set Game Layer LayerID
=Get Layer Exist( LayerID )
=Get Layer Width( LayerID )
=Get Layer Height( LayerID )
=Get Layer Tile Width( LayerID )
=Get Layer Tile Height( LayerID )
=Get Layer UVU Mode( LayerID )
=Get Layer UVV Mode( LayerID )
=Get Layer XScroll( LayerID )
=Get Layer YScroll( LayerID )
=Get Layer Tile( LayerID, XPosition, YPosition )
=Get Layer Visible( LayerID )
=Get Layer Scroll Mode( LayerID )
=Get Layer Scroll Speed X( LayerID )
=Get Layer Scroll Speed Y( LayerID )
=Get Layer Camera Mode( LayerID )
=Get Game Layer()
=Get Layer Area Left( LayerID )
=Get Layer Area Top( LayerID )
=Get Layer Area Right( LayerID )
=Get Layer Area Bottom( LayerID )
Save Layer To File FileNUMBER, LayerID
Create Layer From File FileNUMBER, LayerID
=Create Layer From File( FileNumber )
Save Layers To File FileNUMBER
=Create Layers From File( FileNUMBER )
Paste All Layers
Set Game Layer Position XPos, YPos
=Add V2DLight( X, Y, RGBColor, Range#, Intensite(%), LightMode, LayerID )
Attach V2DLight To Layer LightID, LayerID
Detach V2DLight From Layer LightID
Show V2DLight LightID
Hide V2DLight LightID
Position V2DLight LightID, XPos, YPos
Set V2DLight Color LightID, Red, Green, Blue
Set V2DLight Range LightID, Range
Set V2DLight Intensity LightID, Intensity
=Get V2DLight Exist( LightID )
=Get V2DLight Layer( LightID )
=Is V2DLightHidden( LightID )
=Get V2DLight Color Red( LightID )
=Get V2DLight Color Green( LightID )
=Get V2DLight Color Blue( LightID )
=Get V2DLight Position X( LightID )
=Get V2DLight Position Y( LightID )
=Delete V2DLight( LightID)
Set V2DLight As Static LightID
Set V2DLight As Flame LightID
Set V2DLight As Pulse LightID
Set V2DLight As Flash LightID
Update V2DLights Effects
=Get Layer Pixel( LayerID, XPos, YPos )
=Get Layer MASKPixel( LayerID, XPos, YPos )
=Get Layer NMAPPixel( LayerID, XPos, YPos )
Make 8Bit Memblock Image MemblockNumber, Width, Height
=Read 8Bit Pixel( MemblockID, X, Y )
Write 8Bit Pixel MemblockID, X, Y, Color
Create DBal AnimationID, FramesLIST$
Set DBal To Sprite AnimationID, SpriteID
Set DBal To Tile AnimationID, TileID
Set DBal To Bob AnimationID, BobID
Set DBal Speed AnimationID, Speed
Play DBal AnimationID
Stop DBal AnimationID
Update DBal
Set DBal Loop AnimationID, Flag
Delete All Tiles
=Add Bob( ImageID )
=Add Bob( ImageID, FramesOnX, FramesOnY )
Detach Bob From Layer BobID, LayerID
Attach Bob To Layer BobID, LayerID
Position Bob BobID, X, Y
Hide Bob BobID
Show Bob BobID
Set Bob Image BobID, ImageID
Set Bob Frame BobID, FrameID
Paste Bob BobID
Paste Bob BobID, X, Y
Paste Bob BobID, X, Y, TransparencyFLAG
=Load Bob( FileNAME$, FramesOnX, FramesOnY, TransparencyFLAG )
=Load Bob( FileNAME$, FramesOnX, FramesOnY )
=Load Bob( FileNAME$, TransparencyFLAG )
=Load Bob( FileNAME$ )
Instance Bob SourceBOB, X, Y
Instance Bob SourceBOB
=( Get Bob Position X BobID )
=( Get Bob Position Y BobID )
=( Get Bob Exist BobID )
=( Get Bob Frame BobID )
=( Get Bob Transparent BobID )
=( Get Image Width ImageID )
=( Get Image Height ImageID )
=( Get Image Depth ImageID )
=( Get Image Ptr ImageID )
=( Get Image Block Size ImageID )
=( Get Image Pixel ImageID, XPos, YPos )
Set Image Pixel ImageID, XPos, YPos, ARGBPixel
Add Particle2D ParticlesCount, ImageID, ParticleSize#
Position Particle2D ParticleID, XPos, YPos
Set Particle2D Range ParticleID, XRange, YRange
Set Particle2D Path ParticleID, XMove#, YMove#
Set Particle2D As Flames ParticleID
Set Particle2D As Smoke ParticleID
Set Particle2D As Snow ParticleID
Set Particle2D As Rain ParticleID
Set Particle2D As Sparkle ParticleID
Update Particles2D
Attach Particle To Layer ParticleID, LayerID
Detach Particle From Layer ParticleID
Click here to download a demo game made with 2D Plugin Kit
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Extreme 2D power for DarkBASIC Professional.
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2D Plugin Kit is distributed electronically.
You must download this product. Download instructions are sent after purchase.
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Save 30% - This pack contains 12 great DarkBASIC Professional extensions:
Dark Physics, Dark A.I., Enhancement Expansion Pack, Unity (Lua), EZ Rotate, Texture Max, Dark Ink, 2D Kit, Enhanced Animations, Dark Lights, Extends and Styx.
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£62.90 |
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All items in this pack are distributed electronically.
You must download these products. Download instructions are sent after purchase.
This pack is not available boxed or on CD. DarkBASIC Professional 6.1+ is required to use Dark A.I and Dark Physics.
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