A TileMap with Sprites is pretty simple:
----
class Tile : Sprite {
// ... more features
}
----
Each Tile is stored on fixed points on the screen and represent
the Tile-Image.
Forget to mention: This construct is not as fast as the old
implementation which use a VertexBuffer, but it is more dynamic.
E.G. if you have a game with destroyable Tiles this approach is
much more common and suitable because it is easier and cheaper to
nullify an Tile.
See also my last implementation in my unfinished game "Quinn
Quadrat":
https://github.com/Dgame/SDL-Game/blob/master/Tile.hpp
https://github.com/Dgame/SDL-Game/blob/master/Tile.cpp
https://github.com/Dgame/SDL-Game/blob/master/TileMap.hpp
https://github.com/Dgame/SDL-Game/blob/master/TileMap.cpp