class Tilelayer extends BaseEntity constructor: (options) -> {@type, @depth, @amount} = options render: (layer, x, y) -> switch @type when "stardust" then color = [0, 0, 8, 8] when "bedrock" then color = [0, 8, 8, 16] when "lubinit" then color = [0, 16, 8, 24] when "oxodum" then color = [0, 24, 8, 32] when "notch" then color = [0, 32, 8, 40] #layer.fillStyle color # .fillRect x*8, y*8, 8, 8 layer.drawRegion app.images.layers, color, x*8, y*8 getSpriteForType: (i) ->