{"action":"created","issue":{"url":"https://api.github.com/repos/EmergentOrganization/cell-rpg/issues/6","labels_url":"https://api.github.com/repos/EmergentOrganization/cell-rpg/issues/6/labels{/name}","comments_url":"https://api.github.com/repos/EmergentOrganization/cell-rpg/issues/6/comments","events_url":"https://api.github.com/repos/EmergentOrganization/cell-rpg/issues/6/events","html_url":"https://github.com/EmergentOrganization/cell-rpg/issues/6","id":84845942,"number":6,"title":"map","user":{"login":"7yl4r","id":1051390,"avatar_url":"https://avatars.githubusercontent.com/u/1051390?v=3","gravatar_id":"","url":"https://api.github.com/users/7yl4r","html_url":"https://github.com/7yl4r","followers_url":"https://api.github.com/users/7yl4r/followers","following_url":"https://api.github.com/users/7yl4r/following{/other_user}","gists_url":"https://api.github.com/users/7yl4r/gists{/gist_id}","starred_url":"https://api.github.com/users/7yl4r/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/7yl4r/subscriptions","organizations_url":"https://api.github.com/users/7yl4r/orgs","repos_url":"https://api.github.com/users/7yl4r/repos","events_url":"https://api.github.com/users/7yl4r/events{/privacy}","received_events_url":"https://api.github.com/users/7yl4r/received_events","type":"User","site_admin":false},"labels":[{"url":"https://api.github.com/repos/EmergentOrganization/cell-rpg/labels/enhancement","name":"enhancement","color":"84b6eb"}],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":4,"created_at":"2015-06-04T01:06:43Z","updated_at":"2015-06-04T17:44:00Z","closed_at":null,"body":"We need to load a map into the game. Eventually we want to be able to load in ground textures, building locations, enemy spawn points, etc. \r\n\r\n[LibGDX includes a generic maps API](https://github.com/libgdx/libgdx/wiki/Tile-maps). This can be used alongside a map editor like [Tiled](http://www.mapeditor.org/), but we may want to roll our own solution instead. "},"comment":{"url":"https://api.github.com/repos/EmergentOrganization/cell-rpg/issues/comments/108988475","html_url":"https://github.com/EmergentOrganization/cell-rpg/issues/6#issuecomment-108988475","issue_url":"https://api.github.com/repos/EmergentOrganization/cell-rpg/issues/6","id":108988475,"user":{"login":"BrianErikson","id":7645647,"avatar_url":"https://avatars.githubusercontent.com/u/7645647?v=3","gravatar_id":"","url":"https://api.github.com/users/BrianErikson","html_url":"https://github.com/BrianErikson","followers_url":"https://api.github.com/users/BrianErikson/followers","following_url":"https://api.github.com/users/BrianErikson/following{/other_user}","gists_url":"https://api.github.com/users/BrianErikson/gists{/gist_id}","starred_url":"https://api.github.com/users/BrianErikson/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/BrianErikson/subscriptions","organizations_url":"https://api.github.com/users/BrianErikson/orgs","repos_url":"https://api.github.com/users/BrianErikson/repos","events_url":"https://api.github.com/users/BrianErikson/events{/privacy}","received_events_url":"https://api.github.com/users/BrianErikson/received_events","type":"User","site_admin":false},"created_at":"2015-06-04T17:44:00Z","updated_at":"2015-06-04T17:44:00Z","body":"I think you could treat the CA grid as an overlay to the game scene, although that may cause some tricky math when converting from map coordinates to grid coordinates for CA rendering (if they're operating at different resolutions). We will have to devise a projection conversion to covert between each layer\r\n\r\nAfter laying all this out, though, I don't think [Tiled](http://www.mapeditor.org/) is the way to go. Even if simply due to procedural components"}}