@@ -62,7 +62,7 @@ class GodotTilemapExporter {
6262
6363 /**
6464 * Generate a string with all tilesets in the map.
65- * Godot allows only one tileset per tilemap so if you use more than one tileset per layer it's n ot going to work.
65+ * Godot allows only one tileset per tilemap so if you use more than one tileset per layer it's not going to work.
6666 * Godot supports several image textures per tileset but Tiled Editor doesn't.
6767 * Tiled editor supports only one tile
6868 * sprite image per tileset.
@@ -450,8 +450,6 @@ ${this.tileMapsString}
450450 * @returns {string }
451451 */
452452 getTileMapTemplate ( tileMapName , mode , tilesetID , poolIntArrayString , layer , parent = "." ) {
453- const tileWidth = layer . map . tileWidth === undefined ? 16 : layer . map . tileWidth ;
454- const tileHeight = layer . map . tileHeight === undefined ? 16 : layer . map . tileHeight ;
455453 const groups = splitCommaSeparated ( layer . property ( "groups" ) ) ;
456454 const zIndex = parseInt ( layer . properties ( ) [ 'z_index' ] , 10 ) ;
457455 return stringifyNode ( {
@@ -460,8 +458,11 @@ ${this.tileMapsString}
460458 parent : parent ,
461459 groups : groups
462460 } , {
461+ visible : layer . visible ,
462+ modulate : `Color( 1, 1, 1, ${ layer . opacity } )` ,
463+ position : `Vector2( ${ layer . offset . x } , ${ layer . offset . y } )` ,
463464 tile_set : `ExtResource( ${ tilesetID } )` ,
464- cell_size : `Vector2( ${ tileWidth } , ${ tileHeight } )` ,
465+ cell_size : `Vector2( ${ layer . map . tileWidth } , ${ layer . map . tileHeight } )` ,
465466 cell_custom_transform : `Transform2D( 16, 0, 0, 16, 0, 0 )` ,
466467 format : 1 ,
467468 mode : mode ,
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