okay so libgdx has a builtin map data structure, right? so. that map data structure is just a container for a
so to make a spritesheet of
java was a mistake
like, i was planning on replacing my janky map code with the engine-supported map code, but, i mean,,,
MapProperties
and a MapLayers
. the MapLayers
is just a list of MapLayer
. MapLayer
is actually an abstract class; it has instances of TiledMapImageLayer
and TiledMapTileLayer
. sure. TiledMapTileLayer
actually has some data in it: a map height and width, with some functionality to set and get tiles, and an iterator. but it's not just storing abstract data; it's storing, specifically, Cell
s. a Cell
contains a TiledMapTile
, as well as rotation and flip data(??) for the cell.so to make a spritesheet of
TiledMapTile
s, first you make a TiledMapTileSets
. then you make a TiledMapTileSet
, and add it to the tilesets set. then you put tiles (which are either StaticTiledMapTile
or AnimatedTiledMapTile
) into the tile, by initializing them with a TextureRegion
.java was a mistake
like, i was planning on replacing my janky map code with the engine-supported map code, but, i mean,,,