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, Cells. a Cell contains a TiledMapTile, as well as rotation and flip data(??) for the cell.so to make a spritesheet of
TiledMapTiles, 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,,,