Comments (3)
I'd use the Jam package exclusively to grab some ideas from, it's fairly rough and volatile as is.
When you edit the spritesheet in tiled you can edit properties of tiles. If you add an 'entity' property of type string it'll do the job.
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Whatever you do, I don't recommend to create a entity for each tile. Let the RenderSystem pick the only tiles that are needed for rendering by using a camera projection. If you want the System to be stateless you could store whole tilemap in one entity. Only store individual fields if you really need to do it in non-specific order. Otherwise, you would gain nothing but complexity, rendering ordering issues and in some cases worse performance.
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Good advice, I basically only spawn dynamic elements as entities (doors, enemies, platforms etc) as entities, and the map / collision mask as singleton components.
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Related Issues (20)
- Cannot resolve 2.1.0 Dependency HOT 1
- Make AssetManager int based
- Logging API + Gdx logging implementation
- Fontmanager does not release memory properly.
- Feature: Debug long-term entity id issues. HOT 2
- Feature: Gif recorder plugin.
- Add plugin to event module.
- WIki for plugins
- Would you consider a pull request for a "Box2DPhysicsSystem" ? HOT 1
- Regression on debug plugin test.
- Can't get singleton components to work
- TiledMapManager fails to load a map with multiple tilesets HOT 1
- TiledMapManager crashes when loading a map with an objects layer HOT 1
- SingletonPlugin won't throw exception in strict mode if no system uses the component
- Singleton components do not deserialize with strict mode = false
- Upgrade to LibGDX 1.9.14 and odb 2.4.0
- Consider moving to Apache 2.0 license for clarity sake.
- Is it possible to change the keybind for the profiler plugin
- Single instance components seem to be ineffective
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