The class governing tilemaps. Tilemaps are a specialized concept used in 2D game map displays, created internally from multiple sprites.
Creates a Tilemap object. Specifies a viewport (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 general rule, this method is called once per frame.
Refers to the bitmap (Bitmap) indicated by the index number (0 - 8) that is used as a tile set.
The correspondence between numbers and sets is illustrated in the table below.
0 | TileA1 | 1 | TileA2 | 2 | TileA3 |
---|---|---|---|---|---|
3 | TileA4 | 4 | TileA5 | 5 | TileB |
6 | TileC | 7 | TileD | 8 | TileE |
Refers to map data (Table). Defines a 3-dimensional array measuring [ horizontal size * vertical size * 3 ].
Refers to the flash data (Table) 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).
Refers to the flags table (Table). Defines a 1-dimensional array containing elements corresponding to tile IDs.
Refers to the viewport (Viewport) associated with the tilemap.
The tilemap's visibility. If TRUE, the tilemap is visible. The default is TRUE.
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 to a specific value.
Keep these rules in mind when setting the z-coordinates of any map characters.