OptionalchunkOptionalheightPixels of lift per elevation level; defaults to half a tile, the classic
isometric block proportion. A cell raised to height h draws its top
h steps higher, with side faces filling the bands between.
OptionalshapeHow a cell's grid position becomes a pixel position.
'hex' is the one that also changes which cells are neighbours - it is the same
shape a Level can be given, and the two must agree for a hex map to make sense.
'isometric' and 'staggered' are pixel-only: the grid underneath is still an
ordinary square one (four or eight neighbours, whatever a game's Level already is),
this only changes where each cell draws - which is the whole difference between them
and hex, and why Level has no equivalent option for either.
The sheet tiles are drawn from, or one per tileset when a map mixes
several. Cells then hold tileFrame packs rather than plain indices -
see tileFrame. The first sheet sets the default tile size.
OptionaltileOptionaltilein world units; defaults to the sheet's frame size, which is the usual case
in tiles
Tiles per chunk, per side.
The map is cut into square chunks so that culling can switch off a whole block at once instead of testing every tile. 16 keeps chunks small enough to cull tightly and large enough that there are not many of them.