EDIT: Wait, perhaps I just confused myself... it's rather late over here. I'll just keep this post here just in case it's useful to someone :P
I believe what you're asking is the ability to access 100 unique types of tiles without having separate variables for each.
In that case you have two options:
1) Assuming the tiles are all the same size, put them into a spritesheet. Load the sheet using Gosu::Image#load_tiles(), and then reference the tiles by indexing into the returned array.
2) If they are not the same size, or you prefer to reference them by name, you can resort to a more complex solution. Store your tiles in a hash, where the keys are the names of the tiles, and the values are Gosu::Image instances. I think this is probably overkill, but if that's what you want, then go right ahead.
By Jwosty
Date 2012-04-20 12:56
Thanks for the reply, but it's been solved on another forum. This was (mostly) my post:
---
Images can be drawn multiple times to the screen; any number of times or not at all. Take this for example:
# Lets say that my_image is a 100x100 size image, and we want to stamp it 10x10 times
for x in 1..10
for y in 1..10
w, h = my_image.width, my_image.height
# Multiply the sizes so the "stamps" don't overlap
my_image.draw(x * w, y * h, 0)
end
end
EDIT: Oh also, all the copies will stay until the screen is wiped (after each draw call)
---
The last line was his main issue.