A projection drawn as one of the atlas's two-character glyphs per slot.
Cauldron2D.Projection.Glyphs.compose(:my_game, Cauldron2D.Projection.Iso,
focus: {12.5, 8.5},
cell: &MyGame.cell/1,
size: {320, 200},
step: {32, 32},
facing: 1,
facings: 4
)module must answer ground_map/2: Cauldron2D.Projection.Iso or
Cauldron2D.Projection.Oblique. Every option except :step is that projection's own,
and :size is the picture in pixels it would draw.
:step is {across, down}, the pixels of that picture one slot covers, so the grid is
div(width, across) slots wide and div(height, down) tall. A slot takes the glyph and
colour of the cell at the world point the projection shows at its middle, the last
standing art where a cell has any, as Cauldron2D.Camera.glyphs/2 chooses them. Movers
and labels are drawn over that, each at the slot it projects into.
Returns rows of {glyph, colour}.
Summary
Functions
The grid, as the module documentation describes.
Types
Functions
@spec compose(Cauldron2D.Atlas.name() | Cauldron2D.Atlas.t(), module(), keyword()) :: [[slot()]]
The grid, as the module documentation describes.