-
Notifications
You must be signed in to change notification settings - Fork 0
class_tileset
reduz edited this page Feb 23, 2014
·
10 revisions
Inherits: resource\ Category: Core\
Tile library for tilemaps.
- void #create_tile( int id )
- void #tile_set_name( int id, String name )
- String #tile_get_name( int id ) const
- void #tile_set_texture( int id, Texture texture )
- Texture #tile_get_texture( int id ) const
- void #tile_set_offset( int id, Vector2 offset )
- Vector2 #tile_get_offset( int id ) const
- void #tile_set_region( int id, Rect2 region )
- Rect2 #tile_get_region( int id ) const
- void #tile_set_shape( int id, Shape2D shape )
- Shape2D #tile_get_shape( int id ) const
- void #tile_set_shapes( int id, Array shapes )
- Array #tile_get_shapes( int id ) const
- void #remove_tile( int id )
- void #clear(****)
- int #get_last_unused_tile_id(****) const
- int #find_tile_by_name( String name ) const
A TileSet is a library of tiles for a tilemap. It contains a list of tiles, each consisting of a sprite and optional collision shapes.
== create_tile ==
- void #create_tile( int id ) \ Create a new tile, the ID must be specified. == tile_set_name ==
- void #tile_set_name( int id, String name ) \ Set the name of a tile, for decriptive purposes. == tile_get_name ==
- String #tile_get_name( int id ) const \ Return the name of a tile, for decriptive purposes. == tile_set_texture ==
- void #tile_set_texture( int id, Texture texture ) \ Set the texture of the tile. == tile_get_texture ==
- Texture #tile_get_texture( int id ) const \ Return the texture of the tile. == tile_set_offset ==
- void #tile_set_offset( int id, Vector2 offset ) \ Set the offset to draw the tile. == tile_get_offset ==
- Vector2 #tile_get_offset( int id ) const \ Return the offset to draw the tile. == tile_set_region ==
- void #tile_set_region( int id, Rect2 region ) \ Set the tile sub-region in the texture. This is common in texture atlases. == tile_get_region ==
- Rect2 #tile_get_region( int id ) const \ Return the tile sub-region in the texture. This is common in texture atlases. == tile_set_shape ==
- void #tile_set_shape( int id, Shape2D shape ) \ Set a shape for the tile, enabling physics to collide it. == tile_get_shape ==
- Shape2D #tile_get_shape( int id ) const \ Return the shape of the tile. == remove_tile ==
- void #remove_tile( int id ) \ Remove a tile, by integer id. == clear ==
- void #clear(****) \ Clear all tiles. == get_last_unused_tile_id ==
- int #get_last_unused_tile_id(****) const \ Find an empty id for creating a new tile. == find_tile_by_name ==
- int #find_tile_by_name( String name ) const \ Find the first tile with the given name.