A tile map represents a level as a 2D grid of tile IDs. A tileset image is sliced into individual tiles, then rendered by looping row/column indices and blitting each tile at (col*TILE_SIZE, row*TILE_SIZE) — with a separate collision layer marking which tiles block movement.
1-B 2-B 3-B 4-B | 5 subsurface 6 scrolling 7 = for row, line in enumerate(level_map): for col, tile_id in enumerate(line): blit tile_images[tile_id] at (col*TILE, row*TILE) 8 = keeping a lookup table (a set of "solid" IDs, or a parallel collision grid) lets you redesign visuals or reuse a tile ID for multiple looks without rewriting collision logic scattered through the render code 9 = Tiled provides a visual, drag-and-drop interface for placing tiles, layers, and object markers — much faster and less error-prone than manually typing out large 2D arrays of numbers by hand | 10 = using the camera's offset, compute which column/row range is currently visible on screen (roughly camera.offset.x / TILE_SIZE to that plus screen_width / TILE_SIZE) and only loop over/render those tiles, skipping the rest of the 200-wide map entirely each frame