TiledMap::spawn()
Creates a sprite for each object of a layer whose type is one of the given
sprite classes, and adds it to the stage. In Tiled, give an object the type
(called "class" in newer versions of Tiled) Player, and
map.spawn("Objects", Player.class) makes a new Player()
where the object is.
The sprite's class needs one of these constructors, tried in this order:
one that takes the MapObject (to read its name and properties), one
that takes (double x, double y), or one without parameters. Either
way the sprite is put where the object is. An object drawn as an area
(a rectangle, an ellipse or a polygon) also gives the sprite that area as
its hitbox, which is how walls and water work without a costume.
Objects whose type is none of the classes, or that have no type, are left alone, so a layer can hold markers the program reads itself. The classes are named in the program, not looked up by the names in the map: a game exported as a web page only contains the classes its code names.
TiledMap map = new TiledMap("level.tmx", this);
map.spawn("Objects", Player.class, Wall.class);
Examples
File /src/examples/java/reference//TiledSpawn.java is missing.
Syntax
Java
.spawn(layerName, types)
Parameters
| Name | Data Type | Description |
|---|---|---|
| layerName | String | the object layer |
| types | Class<Sprite> | the sprite classes to make, matched to the objects' types by their names |
Return
List<Sprite>