public class TileLayer
- Object
- TileLayer
An efficient, single-tileset tile grid: a #getCols() x #getRows() array of frame
indices into one SpriteSheet (-1 means “empty cell”).
This is the fast representation a game uses when every tile comes from the same
atlas – contrast with a Layer of Layer.Kind#TILE, which stores an
assetId-per-cell map and can mix assets from different packs. #toScene(Scene, int) materializes the non-empty cells as Sprites anchored at their top-left at
tileSize spacing.
Constructors
public TileLayer(SpriteSheet sheet, int cols, int rows, int tileSize) |
Methods
public int getCols() | |
public int getRows() | |
public int getTileSize() | |
public SpriteSheet getSheet() | |
public int getTile(int col, int row) | The frame index painted at a cell, or -1 if empty. |
public TileLayer setTile(int col, int row, int frame) | Paints a frame index into a cell (-1 clears it). |
public void toScene(Scene scene, int zOrder) | Adds a Sprite for every non-empty cell to the scene, anchored at the cell’s top-left corner and z-ordered at zOrder. |
Inherited methods
Constructor details
TileLayer
public TileLayer(SpriteSheet sheet, int cols, int rows, int tileSize)Method details
getCols
public int getCols()getRows
public int getRows()getTileSize
public int getTileSize()getSheet
public SpriteSheet getSheet()getTile
public int getTile(int col, int row)The frame index painted at a cell, or -1 if empty.
setTile
public TileLayer setTile(int col, int row, int frame)Paints a frame index into a cell (-1 clears it).
toScene
public void toScene(Scene scene, int zOrder)Adds a
Sprite for every non-empty cell to the scene, anchored at the cell’s
top-left corner and z-ordered at zOrder.