Tilemap
The class governing tilemaps.
Last updated
The class governing tilemaps.
Last updated
Tilemaps are a specialized concept used in 2D game map displays, created internally from multiple sprites.
Creates a Tilemap object. Specifies a Viewport () when necessary.
Frees the tilemap. If the tilemap has already been freed, does nothing.
Returns TRUE if the tilemap has been freed.
Updates the autotile animation, etc. As a rule, this method is called once per frame.
The tilemap's visibility. If TRUE, the tilemap is visible.
The X-coordinate of the tilemap's starting point. Change this value to scroll the tilemap.
The Y-coordinate of the tilemap's starting point. Change this value to scroll the tilemap.
The Z-coordinate of each sprite used to create a tilemap is fixed at a specific value.
Tiles with a priority of 0 always have a Z-coordinate of 0.
Priority 1 tiles placed at the top edge of the screen have a Z-coordinate of 64.
Every time the priority increases by 1 or the next tile down is selected, the Z-coordinate increases by 32.
The Z-coordinate changes accordingly as the tilemap scrolls vertically.
Keep these rules in mind when setting the Z-coordinates of any map characters.
Gets the Viewport () specified when the tilemap was created.
Refers to the bitmap () used as a tileset.
Refers to the bitmap () used as an autotile with an index number from 0 to 6.
Refers to map data (). Defines a 3-dimensional array measuring [ horizontal size * vertical size * 3 ].
Refers to the flash data () used when showing range of possible movement in simulation games, etc. Defines a 2-dimensional array measuring [ horizontal size * vertical size ]. This array must be the same size as the map data. Each element uses 4 bits to represent a tile's flash color in RGB; for example, 0xf84 flashes in RGB(15,8,4).
Reference to the priority table (). Defines a 1-dimensional array containing elements corresponding to tile IDs.