yes, 2 small tile maps should create a larger tilemap on top of them. ideally then destroying the smaller ones.
then repeat when a new tilemap is created; they should merge once more.
This should always have a big room, but can have many rooms also.
what is the array for.. well sir, thats a very good point. mostly as i can do a search in an array easily. for eachxy element. i havent seen an obvious way to do that in the tilemap to go through each tile.
on my newest test project. im attempting single tile build where the room (instead of checking mutiple tilemaps overlapping) will have a loop in the array to find a grouping!.
click button to set room type. click tile to place the square. save all squares into the array.
THEN/NOW im currently trying to get it to go through the array to the first result thats "1" (specific room) and run a loop to check the next tile. then the next tile until a tile isnt "1".
i can make a tilemap/sprite and set its width based on this. (tilemaps idealy. as i planned to set their tiles to match the actual tiles. so A.finding the room will be exact. B. like dungeon keeper, i can have a fire around the edge using flood. i can set its colour to who owns it.)
so, each time a room of a type is built: i will just delete all tilemap/sprites, that have this room type, and create a new one when a new tile is placed.
does this sound..efficient/..possible? i did look up grouping within array examples, nothing stood out.
really. i will just brute force out something that can work out room location and size.
any help, conversation, thoughts, or obvious solutions are massively apprieciated.
I work on c3 for 5 hours. go work. come home and keep going. so, where i am advances.
cheers ROJO sorry its so much. exactly what i want changes. its just the overall concept i need help with lol