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QUESTION
I've looked at several examples of people creating tile maps, and I am unable to get the tile position where my mouse is pointed at.
I am using a spritebatch and GameTile[][] to create the map. Keep in mind that the tiles themselves are isometric and not actually a square.
The method renderMap() is where the map is actually is being rendered. createMap() just sets the initial GameTiles for an empty map.
The map is able to be dragged and zoomed in and out using Ortho camera.
Zooming out gives me an issue as well, the tiles seem to be shifted over on click
...ANSWER
Answered 2020-Oct-10 at 19:15Converting Cartesian coordinates to isometric is (sort of) done like this:
QUESTION
I know there are quite some questions (and answers) on this topic, but they all have different solutions, and none of them seems to be working in my case.
I'm developing a small test project with libGDX, in which I tried to add a simple tilemap. I created the tilemap using Tiled, which seems to be working quite good, except for the texture bleeding, that causes black lines (the background color) to appear between the tiles sometimes.
What I've tried so far:
I read several SO-questions, tutorials and forum posts, and tried almost all of the solutions, but I just don't seem to get this working. Most of the answers said that I would need a padding between the tiles, but this doesn't seem to fix it. I also tried loading the tilemap with different parameters (e.g. to use the Nearest filter when loading them) or rounding the camera's position to prevent rounding problems, but this did even make it worse.
My current setup:
You can find the whole project on GitHub. The branch is called 'tile_map_scaling'
At the moment I'm using a tileset that is made of this tile-picture:
It has two pixels of space between every tile, to use as padding and margin.
My Tiled tileset settings look like this:
I use two pixels of margin and spacing, to (try to) prevent the bleeding here.
Most of the time it is rendered just fine, but still sometimes there are these lines between the tiles like in this picture (sometimes they seem to appear only on a part of the map):
I'm currently loading the tile map into the asset manager without any parameters:
...ANSWER
Answered 2020-Aug-08 at 14:04You need to pad the edges of your tiles in you tilesheet. It looks like you've tried to do this but the padding is transparent, it needs to be of the color of the pixel it is padding.
So if you have an image like this (where each letter is a pixel and the tile size is one):
QUESTION
How can I access a TiledMap object's type or a custom property that I have specified in Tiled Map Editor using TypeScript? I can't seem to find any way to do that. Are you supposed to read the .tmx file directly instead?
To illustrate the question better here's an image:
...ANSWER
Answered 2020-Jul-17 at 21:01These two properties are grayed out, which means they are inherited, in this case from the tile referenced by the tile object.
Inherited types or properties are not saved to the TMX file, unless they have been overridden (their presence in the TMX file indicates whether they have been overridden or not).
Since you may still want these properties to be readily available rather than implementing the inheritance logic and object types file parsing in your engine, there is an Export option called "Resolve object types and properties" in the Preferences. Enable this and then choose File > Export As to export a map file with these properties explicitly written out.
When you save your map file, the last export settings (target file and target format) are remembered, so next time you can just choose File > Export. In addition, you can enable "Repeat last export on save" in the Preferences to make this an entirely automated step.
QUESTION
I am creating an HTML5 web adventure game and making tilemaps with Tiled.
Even with Texture Packer, I seem to be exceeding max cache of texture units as I'm getting error
Texture cache overflow: 16 texture units available
WebGL Stats shows the limit is 16 for ~70% of devices. My browser, as shown here, supports 16 texture units:
In game, I opened Chrome console to check WebGL specs:
WebGL2RenderingContext.MAX_TEXTURE_IMAGE_UNITS
= 34930WebGL2RenderingContext.MAX_VERTEX_TEXTURE_IMAGE_UNITS
= 35660WebGL2RenderingContext.MAX_COMBINED_TEXTURE_IMAGE_UNITS
= 35661
This is a bit confusing as this article shows output should be more in the 0-10 range, not 30,000 range:
...ANSWER
Answered 2019-Aug-28 at 05:58The way to check those values is
QUESTION
I'm trying to create new window when fieldE button is pressed but it is not happening. Mapeditor() class is working so I am thinking that the problem is in line when I call the fieldE.clicked.connection -function. Any tips?
...ANSWER
Answered 2019-Mar-08 at 15:18The variables that are created in a function are eliminated when the function finishes executing, so even if the window is shown, it will be closed and eliminated in an instant. So the solution is to extend its life cycle so that it can be created as a global variable:
QUESTION
I am writing a labyrinth on PyQt5, and it looks a labyrinth like this:
That is, the walls, start, finish, and portals look just colored rectangles. And I had a question, how can I change them into images?
Here I get the color for these rectangles. How can I change this drawRect on the same drawImage to draw pictures.
Walls and Floor
...ANSWER
Answered 2018-Oct-22 at 00:37You have to use the drawPixmap()
method of QPainter
but before them you must scale the QPixmap
with the scaled()
method as shown below:
QUESTION
how can i get the coordinates of every single character of my file? My program lets the user open a file with the JFileChooser and reads the content of the file. As the file I specifically open with the JFileChooser is a two-dimensional map, i have to get the coordinates of every single character in the file. Currently, my code looks like this:
...ANSWER
Answered 2018-Jun-23 at 00:57Use the lines numbers of the text file as the rows, and the character position in each row as the columns.
Here's an example using a map encoded in a String
.
The important thing is to use the int[][]
that results as the basic 'logic' of the map. That screenshot was just to check the row / column logic was not mixed up. ;)
QUESTION
Dear devs at stackoverflow,
I would really appreciate your help with a tricky problem I am not able to resolve while unit testing one of my Spring MVC controllers.
The entire code repository can be found here: https://github.com/peerpub/peerpub
Environment:
- Java 8
- Maven 3.5
- Spring Boot 2.0.1
- Spring Framework 5.0.4
- Thymeleaf 3
- JUnit 5 + Mockito
Problem description:
While trying to come up with detailed tests for DocTypeAdminCtrl.java
using a unit test approach with Mockito/MockMVC, I am not able to bind data based on a Map
, while simple String
and Boolean
work just fine. The same is happening when I try to use this in my full-stack integration tests (already tried that).
While using the application via the web browser, this problem does not appear, so this seems to be entirely testing related.
All tests named editPost...()
in DocTypeAdminCtrlTest.java
fail. Example log excerpt from mvn test
:
ANSWER
Answered 2018-Apr-13 at 06:51This is entirely related to using MockMvcRequestBuilderUtils.postForm()
as my helper.
When I manually build a POST request as a proof of concept in editPostFormSuccess()
, the test runs as expected:
QUESTION
I've been trying on using searchbox in react-google-maps (https://github.com/tomchentw/react-google-maps). I'm just following the tutorial and basically just copy and paste the code. Here's what I'm trying to reproduce https://tomchentw.github.io/react-google-maps/places/search-box
But somehow I get this error.I've spent hours to solve this but no result. Need help folks
And here is my code
...ANSWER
Answered 2017-May-24 at 13:07This works for me.
QUESTION
I need to parse some CSV data from inside a XML document (TMX map format) using python, but I am stuck.
I want to use the standard svg and ElTree modules, if possible, and I must use Python 2.7.
This is a snippet of the XML document I am working on:
...ANSWER
Answered 2017-Feb-07 at 12:52I think you can achieve your goal using your first code option with slight changes:
It seems that the problem is with how self.data = layer.find('data').text
looks. It contains a lot of whitespaces that are not needed (tabs, newlines, ...).
By replacing:
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