I have been getting a better grasp on the mesh function in codea. A light just went off today about how this works. The quick of it is when you add a new rectangle the mesh it gets an index number. To target rectangle you need to store this reference number.
On the codea forums someone created a hash table to store the mesh and it's rectangles and functions to
add and remove rectangles.
Use meshNewRect(myMesh, x, y, w, h, [r]) instead of myMesh:addRect(x, y, w, h, [r]), To remove the rectangle use meshFreeRect(myMesh, index.
map = mesh()
for x = 1 to 10, do
for y= 1 to 10 do
mapList[x][y] = addTile(meshNewRect(myMesh, x, y, w, h, [r], tileName,health,blocksLOS,visible)
This way you acccess the mesh throught the mapList x and y positions. modifying the rectanges position, size and texture cordinated are simple. wel as simple an any programming can be.
Next to inplement this into my game framework.