Update Tilemap Page

This commit is contained in:
skyace65
2018-02-01 12:03:37 -05:00
parent cabf76f74d
commit 78a4ec0c1e
14 changed files with 15 additions and 9 deletions

View File

@@ -24,7 +24,9 @@ Having them as separate images also works.
.. image:: img/tileset.png
Create a new project and move the above png image into the directory.
Create a new project and move the above png image into the directory. Next
go into the image settings and turn off ``Filter``, keeping it on will cause
issues later.
We will be creating a :ref:`TileSet <class_TileSet>`
resource. While this resource exports properties, it's pretty difficult
@@ -41,8 +43,9 @@ TileSet scene
-------------
Create a new scene with a regular node or node2d as root. For each tile,
add a sprite as a child. Since tiles here are 50x50, enabling snap might be
a good idea.
add a sprite as a child. Since tiles here are 50x50, you should turn on the grid
(``G`` key) and enable snap. Moving tiles with the mouse might still be a innacurate
so use your arrow keys as well.
If more than one tile is present in the source image, make sure to use
the region property of the sprite to adjust which part of the texture is being
@@ -74,12 +77,12 @@ recommended because it is easier to edit.
.. image:: img/tile_example3.png
Finally, edit the polygon, this will give the tile a collision.
**Remember to use snap!** Using snap will make sure collision polygons
are aligned properly, allowing a character to walk seamlessly from tile
to tile. Also **do not scale or move** the collision and/or collision
polygon nodes. Leave them at offset 0,0, with scale 1,1 and rotation 0
with respect to the parent sprite.
Finally, edit the polygon, this will give the tile a collision, and fix
the warning icon next to the CollisionPolygon node. **Remember to use snap!**
Using snap will make sure collision polygons are aligned properly, allowing
a character to walk seamlessly from tile to tile. Also **do not scale or move**
the collision and/or collision polygon nodes. Leave them at offset 0,0, with
scale 1,1 and rotation 0 with respect to the parent sprite.
.. image:: img/tile_example4.png
@@ -142,6 +145,9 @@ using the lock button:
.. image:: img/tile_lock.png
If you accidentally place a tile somewhere you don't want it to be, you
can delete it with ``RMB`` while in the tilemap editor.
You can also flip and rotate sprites in the TileMap editor (note:
flipping the sprite in the TileSet will have no effect). Icons at the
top right of the editor allow flipping and rotating of the currently