intto be able to reference which map to change.
bytearray which holds the indices inside the color palette. Its size should be at least
xis an unsigned byte (stored inside a
short) which represents the X coordinate of the left-most pixel to write. Ranges from 0 to 127 (inclusive).
yis an unsigned byte (stored inside a
short) which represents the Y coordinate of the top-most pixel to write. Ranges from 0 to 127 (inclusive).
rowsis an unsigned byte (stored inside a
short) which represents the number of rows to update.
columnsis an unsigned byte (stored inside a
short) which represents the number of columns to update.
x+width*y). Attempting to write pixels outside of the 128x128 area WILL crash and/or disconnect the client, so be careful. Minestom does not check which area you are writing to.
LargeFramebuffer. The difference is that
Framebufferis meant to render to a single map (so resolution limited to 128x128), while
LargeFramebuffercan render to any framebuffer size, by rendering over multiple maps. Large framebuffers offer a method to create
Framebufferviews to help with rendering onto a map.
MapDataPacket. They hold an internal
byterepresenting the colors on the map, which can be accessed and modified through
setrespectively. The entire internal buffer is also exposed via
getColors()(you can modify it from the returned value).
getRenderer()and render your content on it.