From the Labs: Tetragon Tile Engine Early Preview
An early tech demo of the tetragonLib Tile Engine on which I restarted work on recently again. Click the image to view. There’s not much interaction yet though. You can scroll around with the cursor keys and apart from that open the Rhombus App Framework built-in debug console with F8 and the FPS monitor with SHIFT+F8. Everything is still under heavy development.
However the demo already shows some of the special features of the tile engine. It’s a blitted multi-layer engine which supports animated tiles (but it doesn’t use MovieClips or Sprites for this but animated Bitmap tiles). The demo shows two layers, one as a backdrop and the other with the maze on it. Additionally layers can use layer effects like the second layer here uses a drop shadow filter which is also defined in the tilemap file.
The engine tries to be resource friendly. If there is nothing to update it will not waste render cycles. E.g. if you move to any area without animated tiles on the screen the engine will shortly after start to consume less CPU.
Quite a list of features is still planned to be implemented, for example map-wrapping (to create endless maps), auto-scrolling and support for hexagonal as well as isometric tiles has already been started before but these implementations are going to be completely overhauled.
If you’re interested in having a look at the engine’s tileset and tilemap data files, they can be found here.