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How would I create classes for each map tile instead of using a tmx? LibGdx

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I am making a top down style game using LibGdx that I want to be randomly generated each new game load.

I already have the algorithm to generate the array for what tile should be what.

But i’m stuck on how I should handle the tile classes.

I have this class called Tile

import com.badlogic.gdx.graphics.g2d.Sprite;


public class Tile extends Sprite{ // Should I use sprite??? Seems wrong..

public byte id;

public static Tile[] tiles = new Tile[256];

public static Tile grass = new GrassTile(0);

public Tile(int id) {
    this.id = (byte) id;
    if (tiles[id] != null)
        throw new RuntimeException("Tile Already Exists....");
    tiles[id] = this;
}

}

And I want to have multiple classes that exened this class for each tile. For example this is grass.

import com.badlogic.gdx.graphics.g2d.Sprite;


public class Tile extends Sprite{

public byte id;

public static Tile[] tiles = new Tile[256];

public static Tile grass = new GrassTile(0);

public Tile(int id) {
    this.id = (byte) id;
    if (tiles[id] != null)
        throw new RuntimeException("Tile Already Exists....");
    tiles[id] = this;
}

}

Should these classes be extended off of a sprite? Or some other class from libgdx?

Also These tiles are going to be 16 x 16 that are made up of 4 smaller 8×8 sprites.


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