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Big tilemap/map rework #861
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Shouldn't be a breaking change as I can't find anything outside the SDK using these
... and some more helpers for common cases. Will improve naming Soon(TM)
In preparation for "fancy" and "un-fancy" variants
…forms Or much transforming at all...
With an alias for compat
… power-of-two restriction for non-transformed
TransformedTileLayer::texture_span is now templated to not lose perf
This is used by the mode7 code (or would be if it used this class).
... and make texture_span more compatible with the old code, plus consistent with mipmap_texture_span
Don't bother drawining next mip level if alpha is 0
Will be useful for lua/other interpreters that can't easily embed assets
Requires a tools patch to generate them
By not including 32blit.hpp
Apparently only some of my VS Code installs have the editorconfig plugin...
Breaks flight example for now
... but with less vectors
I'm not aware of anything outside the examples ever using this
This now uses level 0 for a 1:1 scale and seems to end up faster (probably due to not blending when not scaled/slightly scaled up)
Woo, circular dependency!
Niiice! I should drag my brain kicking and screaming back into the world of the productive and try to port Rocks & Diamonds. |
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TileMaps being slow and a bit hard to use finally annoyed me enough... Requires 32blit/32blit-tools#105 for layer names.
Adds a new
TiledMap
, which covers most of the functionality ofTileMap
andMap
. (TileMap
is kept as a deprecated alias of what is nowTransformedTileLayer
for some level of compatibility)New features:
load_tmx
each layer, layer names from Tiled)TiledMap(..., LAYER_TRANSFORMS)
)Most basic usage is:
But also:
For the affected examples:
Anything that used
Map
probably also has a lower memory usage during init due to less copyingvectors
around.Has a circular dependency on the examples branch that ports everything. (Deleted the
Map
code, can't find any uses outside of the three examples using it)