goku
goku game engine_en
goku game engine_en
  • Chapter 1: Introduction to SDL2, Rust, and goku
  • Chapter2: The Base Structure: SpriteSheet
  • Chapter 3: Animated Textures
  • Chapter 4: Handling Textures: TextureManager
  • Chapter 5: Bringing Textures to Life: GameObject
  • Chapter 6: The Foundation: Tile System
  • Chapter 7: Moving the View: Camera
  • Chapter 8: Particle System
  • Chapter 9: The User Interface Layer
  • Chapter 10: The Button Element
  • Chapter 11: The Text Box Element
  • Chapter 12: The Checkbox Element
  • Chapter 13: The Slider Element
  • Chapter 14: The Audio System
  • Chapter 15: The AI System
  • Chapter 16: The Window System
  • Chapter 17: User Input Handling
  • Chapter 18: Rendering a Parallax Background
  • Chapter 19: Timing and Frame Rate Management
  • Chapter 20: Conclusion
Powered by GitBook
On this page

Chapter 6: The Foundation: Tile System

A Tile class is the key to creating tile-based games. It holds a map of tile types, a set of colliders, and textures for each type of tile.

  • textures: A set of textures that represent each type of tile.

  • tile_map: A 2D map of tile types, where each tile type corresponds to a texture.

  • colliders: A set of collision boundaries that correspond to each tile in the tile map.

PreviousChapter 5: Bringing Textures to Life: GameObjectNextChapter 7: Moving the View: Camera

Last updated 1 year ago