Hi,
this is possibly a dumb question, but I'm not getting it yet :) Let's say I define grid this way:
type Cell struct {
sprite string
}
grid := tile.NewGridOf[Cell](width, height)
When iterating over the grid, like this:
grid.Each(func(point tile.Point, t tile.Tile[Cell]) {
// t.Value() returns an int16 which is 0 in all tiles, no Cell ???
})
Of course I can create another map of cells like this:
cells := make(map[tile.Point]Cell, width*height)
grid.Each(func(point tile.Point, t tile.Tile[Cell]) {
cells[point] = &Cell{"...."}
})
But that way I'd have two grids, the one provided by the tile module and my "shadow" grid holding the cell data (where I'd put things like sprites, properties etc).
What am I doing wrong?
Thanks in advance,
Tom
Hi,
this is possibly a dumb question, but I'm not getting it yet :) Let's say I define grid this way:
When iterating over the grid, like this:
Of course I can create another map of cells like this:
But that way I'd have two grids, the one provided by the tile module and my "shadow" grid holding the cell data (where I'd put things like sprites, properties etc).
What am I doing wrong?
Thanks in advance,
Tom