appear to be a little blocky, nearest neighbor-ey-ish. They are jagged in comparison to the rest of the images.
TiledMap uses FILTER_NEAREST by default.
Use getTileSetCount and getTileSet to iterate through each tile set, then call setFilter on the SpriteSheet in that tile set and use FILTER_LINEAR.
Note that you may run into filtering artifacts; e.g. lines between tiles, depending on how you are rendering and storing your data.
Ah! You were right about the visual artifacts, davedes. Also, I was only really able to get the smooth effect to work when I applied the filter to each individual image within the map rather than the sprite sheets (probably because I painted the images outside of the TiledMap itself). Course, the side effect of this is that the borders of the images when scaling are transparent half the time and leave behind an awkward outline in the shape of the grid.
I've considered rendering all that there is to a second buffer, then scaling said buffer. I would do this by drawing my objects to an Image, then drawing the scaled image to the graphics context in the render method.
If there is a way to do this with less bloat, or if my entire idea is a bad one, I would appreciate some input! Thanks a bunch!
