# Create a TileMap with Sprites

If you want to create a Game, you possible want to use a TileMap. In this tutorial I will show you how you can easily do that. First of all we need Tiles. Tiles are drawable and fixed parts of our Map, so we can use Sprites for that. For the Player we also use a Sprite. That is all we need, so let's make a little game to test our TileMap:

Show Raw
```import std.stdio;

import Dgame.Window;
import Dgame.Graphic;
import Dgame.Math;
import Dgame.System;

enum ubyte MAP_WIDTH = 12;
enum ubyte MAP_HEIGHT = 10;

enum ubyte TILE_SIZE = 32;
enum ubyte MOVE = TILE_SIZE;
enum ubyte ROTATION = 90;
enum ubyte GRAVITY = TILE_SIZE / 4;

enum ubyte MAX_FPS = 60;
enum ubyte TICKS_PER_FRAME = 1000 / MAX_FPS;

@nogc
bool isWalkable(const Sprite[] tiles, Sprite player) pure nothrow {
const Vector2i edge_pos = player.getClipRect().getEdgePosition(Rect.Edge.BottomLeft);
const Vector2f pos = edge_pos;

foreach (const Sprite tile; tiles) {
if (tile.getPosition() == pos)
return true;
}

return false;
}

@nogc
bool gravityEffect(const Sprite[] tiles, Sprite player) pure nothrow {
if (!isWalkable(tiles, player)) {
player.move(0, GRAVITY);

return true;
}

return false;
}

void main() {
Window wnd = Window(MAP_WIDTH * TILE_SIZE, MAP_HEIGHT * TILE_SIZE, "Dgame Test");

// 0 = empty, a = start, t = (walkable) tile, b = brittle tile, z = target
const char[MAP_WIDTH * MAP_HEIGHT] Tiles = [
'0', 'a', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0',
'0', 't', 't', 't', 't', 't', '0', '0', 't', 't', 't', '0',
'0', '0', '0', 't', 't', 't', 't', '0', '0', '0', '0', '0',
'0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0',
't', 't', '0', '0', '0', '0', 't', 't', 't', 't', '0', 't',
'0', '0', '0', '0', '0', 't', 't', 't', '0', '0', 't', 't',
'0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0',
'0', 't', 't', 't', 't', '0', '0', '0', '0', '0', '0', '0',
'0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', 'z',
'0', '0', '0', 't', 't', 't', 't', 't', 't', 't', 't', 't',
];

Texture player_left_tex = Texture(Surface("Basti-Box_Left.png"));
Texture player_right_tex = Texture(Surface("Basti-Box_Right.png"));
Texture tile_tex = Texture(Surface("Tile.png"));

Vector2f start, target;

Sprite[] tiles;

ubyte x, y;
foreach (ubyte idx, char c; Tiles) {
if (Tiles[idx] == 't')
tiles ~= new Sprite(tile_tex, Vector2f(x * TILE_SIZE, y * TILE_SIZE));
else if (Tiles[idx] == 'a')
start = Vector2f(x * TILE_SIZE, y * TILE_SIZE);
else if (Tiles[idx] == 'z')
target = Vector2f(x * TILE_SIZE, y * TILE_SIZE);

x++;
if (x >= MAP_WIDTH) {
x = 0;
y++;
}
}

Sprite player = new Sprite(player_left_tex);
player.setPosition(start);
player.setRotationCenter(16, 16);

Font fnt = Font("samples/font/arial.ttf", 12);
Text fps = new Text(fnt);
fps.setPosition(MAP_WIDTH * TILE_SIZE - 96, 4);

StopWatch sw;
StopWatch sw_fps;

bool running = true;

Event event;
while (running) {
wnd.clear();

fps.format("FPS: %d", sw_fps.getCurrentFPS());

if (sw.getElapsedTicks() > TICKS_PER_FRAME) {
sw.reset();

const bool gravity = gravityEffect(tiles, player);

while (wnd.poll(&event)) {
switch (event.type) {
case Event.Type.Quit:
writeln("Quit Event");
running = false;
break;

case Event.Type.KeyDown:
writeln("Pressed key ", event.keyboard.key);

if (event.keyboard.key == Keyboard.Key.Esc)
running = false;
else if (!gravity) {
switch (event.keyboard.key) {
case Keyboard.Key.Left:
player.move(MOVE * -1, 0);
player.rotate(ROTATION * -1);
writeln(player.getRotation());
player.setTexture(player_left_tex);
break;
case Keyboard.Key.Right:
player.move(MOVE, 0);
player.rotate(ROTATION);
writeln(player.getRotation());
player.setTexture(player_right_tex);
break;
default: break;
}
}
break;

default: break;
}
}

if (player.getPosition() == target) {
wnd.push(Event.Type.Quit);
writeln("You've won!");
} else {
const Vector2f pos = player.getPosition();
if (pos.x > (MAP_WIDTH * TILE_SIZE) ||
pos.x < 0 ||
pos.y > (MAP_HEIGHT * TILE_SIZE) ||
pos.y < 0)
{
writeln("You've lost!");
wnd.push(Event.Type.Quit);
}
}
}

wnd.draw(fps);

foreach (Sprite tile; tiles) {
wnd.draw(tile);
}

wnd.draw(player);

wnd.display();
}
}```

This code should generate a TileMap like this (maybe your FPS is different):

Our TileMap consist of these three images:

• Basti-Box, our protagonist, one image for the view to the left and one for the view to the right:
• The Tile image:

The most interesting point is this:

```    // 0 = empty, a = start, t = tile, z = target
const char[MAP_WIDTH * MAP_HEIGHT] Tiles = [
'0', 'a', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0',
'0', 't', 't', 't', 't', 't', '0', '0', 't', 't', 't', '0',
'0', '0', '0', 't', 't', 't', 't', '0', '0', '0', '0', '0',
'0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0',
't', 't', '0', '0', '0', '0', 't', 't', 't', 't', '0', 't',
'0', '0', '0', '0', '0', 't', 't', 't', '0', '0', 't', 't',
'0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0',
'0', 't', 't', 't', 't', '0', '0', '0', '0', '0', '0', '0',
'0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', 'z',
'0', '0', '0', 't', 't', 't', 't', 't', 't', 't', 't', 't',
];
```

This is our TileMap. Currently it is pure Ascii, but we will use it to built a tile-based grapical map, as you can see in the screenshot above.
Therefore we iterate over the whole array and for each 't' we found, we append a new Tile to our Tile-Array with the correct position, of course.

And that is the whole magic of TileMaps. To make the application a bit more interesting, I've also added some logic for gravity effects, but the two responsible functions `isWalkable` and `gravityEffect` should be easily understood.

## Use Spritesheet instead of Sprite

Here another example where we use a Spritesheet and the selectFrame method instead of a Sprite.

Show Raw
```import std.stdio;

import Dgame.Window;
import Dgame.Graphic;
import Dgame.Math;
import Dgame.System;

enum ubyte MAP_WIDTH = 12;
enum ubyte MAP_HEIGHT = 10;

enum ubyte TILE_SIZE = 32;
enum ubyte MOVE = TILE_SIZE;
enum ubyte ROTATION = 90;
enum ubyte GRAVITY = TILE_SIZE / 4;

enum ubyte MAX_FPS = 60;
enum ubyte TICKS_PER_FRAME = 1000 / MAX_FPS;

@nogc
bool isWalkable(const Sprite[] tiles, Sprite player) pure nothrow {
const Vector2i edge_pos = player.getClipRect().getEdgePosition(Rect.Edge.BottomLeft);
const Vector2f pos = edge_pos;

foreach (const Sprite tile; tiles) {
if (tile.getPosition() == pos)
return true;
}

return false;
}

@nogc
bool gravityEffect(const Sprite[] tiles, Sprite player) pure nothrow {
if (!isWalkable(tiles, player)) {
player.move(0, GRAVITY);

return true;
}

return false;
}

void main() {
Window wnd = Window(MAP_WIDTH * TILE_SIZE, MAP_HEIGHT * TILE_SIZE, "Dgame Test");

// 0 = empty, a = start, t = (walkable) tile, b = brittle tile, z = target
const char[MAP_WIDTH * MAP_HEIGHT] Tiles = [
'0', 'a', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0',
'0', 't', 't', 't', 't', 't', '0', '0', 't', 't', 't', '0',
'0', '0', '0', 't', 't', 't', 't', '0', '0', '0', '0', '0',
'0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0',
't', 't', '0', '0', '0', '0', 't', 't', 't', 't', '0', 't',
'0', '0', '0', '0', '0', 't', 't', 't', '0', '0', 't', 't',
'0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0',
'0', 't', 't', 't', 't', '0', '0', '0', '0', '0', '0', '0',
'0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', 'z',
'0', '0', '0', 't', 't', 't', 't', 't', 't', 't', 't', 't',
];

Texture player_tex = Texture(Surface("Basti-Box.png"));
Texture tile_tex = Texture(Surface("Tile.png"));

Vector2f start, target;

Sprite[] tiles;

ubyte x, y;
foreach (ubyte idx, char c; Tiles) {
if (Tiles[idx] == 't')
tiles ~= new Sprite(tile_tex, Vector2f(x * TILE_SIZE, y * TILE_SIZE));
else if (Tiles[idx] == 'a')
start = Vector2f(x * TILE_SIZE, y * TILE_SIZE);
else if (Tiles[idx] == 'z')
target = Vector2f(x * TILE_SIZE, y * TILE_SIZE);

x++;
if (x >= MAP_WIDTH) {
x = 0;
y++;
}
}

Spritesheet player = new Spritesheet(player_tex, Rect(0, 0, 32, 32));
player.setPosition(start);
player.setRotationCenter(16, 16);

Font fnt = Font("samples/font/arial.ttf", 12);
Text fps = new Text(fnt);
fps.setPosition(MAP_WIDTH * TILE_SIZE - 96, 4);

StopWatch sw;
StopWatch sw_fps;

bool running = true;

Event event;
while (running) {
wnd.clear();

fps.format("FPS: %d", sw_fps.getCurrentFPS());

if (sw.getElapsedTicks() > TICKS_PER_FRAME) {
sw.reset();

const bool gravity = gravityEffect(tiles, player);

while (wnd.poll(&event)) {
switch (event.type) {
case Event.Type.Quit:
writeln("Quit Event");
running = false;
break;

case Event.Type.KeyDown:
writeln("Pressed key ", event.keyboard.key);

if (event.keyboard.key == Keyboard.Key.Esc)
running = false;
else if (!gravity) {
switch (event.keyboard.key) {
case Keyboard.Key.Left:
player.move(MOVE * -1, 0);
player.rotate(ROTATION * -1);
writeln(player.getRotation());
player.selectFrame(0);
break;
case Keyboard.Key.Right:
player.move(MOVE, 0);
player.rotate(ROTATION);
writeln(player.getRotation());
player.selectFrame(1);
break;
default: break;
}
}
break;

default: break;
}
}

if (player.getPosition() == target) {
wnd.push(Event.Type.Quit);
writeln("You've won!");
} else {
const Vector2f pos = player.getPosition();
if (pos.x > (MAP_WIDTH * TILE_SIZE) ||
pos.x < 0 ||
pos.y > (MAP_HEIGHT * TILE_SIZE) ||
pos.y < 0)
{
writeln("You've lost!");
wnd.push(Event.Type.Quit);
}
}
}

wnd.draw(fps);

foreach (Sprite tile; tiles) {
wnd.draw(tile);
}

wnd.draw(player);

wnd.display();
}
}```