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You draw out your first path, and it has no knowledge of other upcoming paths. Once you draw your second path (overlapping the first) you need to update your first path again, so that it knows about the second path. This is just a bad way of doing it. A better option would be to draw out all your paths first, and then check the neighbors in a second ...


It seems you may have misunderstood the purpose of Tiled or tilemapping in general, so maybe I could clarify a bit for you. In simple terms, a tilemap is an array values that you use to construct your stage from an image (the tileset). It basically tells your code which part of the image to draw on the game screen. This way, you can reutilize your assets ...

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