12-20-2020, 05:17 PM
This is for ading tile objects to an objectlist, in other words, to build a bitmap-based tileset (.tsx) at runtime. That's why you don't se a "destroy/delete" companion function. Once created, the tileset remains immutable until its final deletion. This function is used by the .tsx loader, that's you will usually do.
It's NOT to manage an active actors llist. The actor list is a gameplay construction and must be provided by the game itself. Tilengine is a graphics engine, so it will draw, but it's not a game engine, so it won't managed gameplay mechanics for you.
Take a look at python platformer project. The active actors list is entirely managed in python, Tilengine itself doesn't know nothing about it.
It's NOT to manage an active actors llist. The actor list is a gameplay construction and must be provided by the game itself. Tilengine is a graphics engine, so it will draw, but it's not a game engine, so it won't managed gameplay mechanics for you.
Take a look at python platformer project. The active actors list is entirely managed in python, Tilengine itself doesn't know nothing about it.