The slice of a tile map automapping reads and writes, named rather than imported.
Automapping is a grid transform: it matches patterns of tile indices and writes tile
indices back. Naming render.TileMap for that pulled a whole 2D renderer into mwg/rpg
for two method signatures, which is why this is an interface instead - a real TileMap
satisfies it structurally, and so does any other grid a game keeps its own way.
The slice of a tile map automapping reads and writes, named rather than imported.
Automapping is a grid transform: it matches patterns of tile indices and writes tile indices back. Naming
render.TileMapfor that pulled a whole 2D renderer intomwg/rpgfor two method signatures, which is why this is an interface instead - a realTileMapsatisfies it structurally, and so does any other grid a game keeps its own way.