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Olympe Engine 2.0
2D Game Engine with ECS Architecture
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Represents a chunk of tiles for rendering. More...
#include <World.h>
Public Member Functions | |
| TileChunk () | |
| Default constructor. | |
Public Attributes | |
| std::string | layerName |
| Name of the source layer. | |
| int | x |
| Chunk X position (in tiles) | |
| int | y |
| Chunk Y position (in tiles) | |
| int | width |
| Chunk width (in tiles) | |
| int | height |
| Chunk height (in tiles) | |
| int | zOrder |
| Render order (Z-coordinate) | |
| std::vector< uint32_t > | tileGIDs |
| Tile Global IDs (with flip flags) | |
Represents a chunk of tiles for rendering.
Tile chunks are used to batch tile rendering for performance. Each chunk contains a grid of tiles from a single layer.
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inline |
Default constructor.
| int TileChunk::height |
Chunk height (in tiles)
| std::string TileChunk::layerName |
Name of the source layer.
Definition at line 74 of file World.h.
Referenced by World::LoadTileChunk(), and World::LoadTileData().
| std::vector<uint32_t> TileChunk::tileGIDs |
Tile Global IDs (with flip flags)
| int TileChunk::width |
Chunk width (in tiles)
| int TileChunk::x |
Chunk X position (in tiles)
| int TileChunk::y |
Chunk Y position (in tiles)
| int TileChunk::zOrder |
Render order (Z-coordinate)