Hey guys,
Thanks for the responses!
In regards to drawing right to the screen each time, there is an additional complication. The way the tiles stack means that each one can have one or more shadows drawn right over it. My routine not only loops through each tile and draws it, but then has to check for a shadow from each of the eight directions and draw the shadow as well. The tile has already calculated which shadows it needs, so my routine just tests eight booleans when it draws a tile, but still a 30x30 tile map gets more and more complicated.
Right now, it hovers around 28-34 frames per second.
My next step is, I believe, to store a small texture with each tile object that already has the shadow drawn onto it. That would remove the need for me to test for and draw the shadows seprately, since they would already be on the tile's texture.
Even further, for the sake of memory conservation,I'd want to load all combinations of tile and shadows into the pipeline and then just have the tile reference the correct image. Yea?
Thanks again!
Here is the link to the tileset and how it works, just for a visual reference: http://lostgarden.com/2007/05/cutegod-prototyping-challenge.html