tilemap | Rectangular tilemap implementation for PixiJS | Canvas library
kandi X-RAY | tilemap Summary
kandi X-RAY | tilemap Summary
This package provides a low-level rectangular tilemap implementation, optimized for high performance rendering and a out-of-the-box canvas fallback. It's designed to work with PixiJS 6. We've migrated from pixi-tilemap to @pixi/tilemap on npm!.
Support
Quality
Security
License
Reuse
Top functions reviewed by kandi - BETA
Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of tilemap
tilemap Key Features
tilemap Examples and Code Snippets
Community Discussions
Trending Discussions on tilemap
QUESTION
I have 2 simple capsules. 1 is stationary and the other is moving to the same tile on the tilemap using transform.position.
Both capsules have capsule colliders and rigid bodies. I've attempted to remove the rigid body but from what I can tell, the OnCollisionEnter function requires a rigid body to work.
My script, attached to both of these, is a simple:
...ANSWER
Answered 2021-Jun-12 at 19:36Here is an infographic
to show when a collision message will be detected by OnCollisionEnter
between two objects. Both objects will need some sort of collider, and will most likely need a Rigidbody
.
You will not want to set isTrigger
as that will not make it physically react to a collision, but will just detect when a collision occurs. It will also not call OnCollisionEnter
but will call OnTriggerEnter
. Setting both not as triggers, adding a collider, and giving them Rigidbodies
should allow the collision to be detected. You will also need to attach this script to one of the objects that have the collider. Are there other components on the objects you are using?
QUESTION
I have script that works with euler angles and it behaves differently on Windows PC and Android device.
I have the same Matrix4x4 as input but euler angles are not the same.
Test code:
...ANSWER
Answered 2021-Jun-10 at 03:13Your matrix is not a rotation matrix (in fact, it is a reflection about the YZ plane), so the very notion of Euler angles is not defined for it. The documentation for Matrix4x4.rotation
does not specify any behaviour when the matrix is not a rotation matrix, so you should assume that it can return anything, even different values on different platforms.
QUESTION
I have a tilemap:
...ANSWER
Answered 2021-Jun-01 at 23:10That's not going to work, because you don't know what layers to assign to that tree relative to your person sprite. Specifically, if the person is south of the tree, you want it to draw on top of the tree, while when it's north of the tree, you want it to be under the tree.
You will instead have to sort your sprites so that they're draw from the bottom of the screen up.
QUESTION
I am probably overthinking this or going about it the completely wrong way. Basically I want to use move_and_slide on the instanced player (aPlayer) where I've commented, #MOVE. This script is attatched to my Tilemap on an instanced Scene Level_Test.
Code in screenshot pared down for this post because it is not relevant and nonfunctional at this time.
...ANSWER
Answered 2021-Jun-03 at 21:19The player.tscn scene as depicted in the screenshot is structured as follows:
QUESTION
I've created a TileMap. My enemy is a simple cylinder with an "EnemyMover.cs" script attached and is in the scene (hierarchy) before play is pressed. (Not instantiated during runtime)
On a separate object, I have a "TargetLocator" script which attempts to utilize GetComponent to find the cylinder script component when instantiated by click on a tile on the map during runtime.
...ANSWER
Answered 2021-May-30 at 23:26Rather than transform
, which is the real-world location of a object, try calling a method that is in that script.
E.G
EnemyMover
QUESTION
I'm making a game that will use terrain generation, so I am using the C# version of the FastNoise Lite library. However, it doesn't seem to be working as I want it to.
I have the following code which generates the TileMap:
...ANSWER
Answered 2021-May-24 at 17:49All I needed to do was add a fractal type:
QUESTION
I am still relatively new to the Unity environment and am currently working with reinforcement learning and ML agents. For this I wanted to add an agent to the 2D platformer.
I have attached two ray perception sensors to my agent. Unfortunately I can't get any hits with these sensors, at least they are not displayed as usual with a sphere in the gizmos.
The sensors are casting rays, but like you see in the image, they are not colliding.
The ray perception sensor are childs of the agent, defined in its prefab. I defined the sensors to collide with 4 tags: Untagged, ground, enemy and coin
I assigned the coin tag to the token, the enemy tag to the enemy and the ground tag to the tilemap forming the ground. The token has a circle collider, while the enemy has an capsule collider. On the tilemap there is a tilmap collider.
I would now expect the sensor to collide with the token, enemy and ground and display these hits in spheres, but it does not.
So, what am I doing wrong?
ANSWER
Answered 2021-May-24 at 13:49After a lot more investigation i figured out the problem myself:
The tags where correctly configured, but i had an misunderstanding in the Ray Layer Mask.
Previously i had configured it to "Everything"/"Default" which resulted in a collision in the sensor itself and seems not right (Despite the player tag was not in the detagtable tags).
After i created more layers and assigned my targets to these layers, everything starts working as intended.
Maybe this answer will help someone, having similar issues.
QUESTION
I'm making a game in Java and I'm working on the tilemap system for the game. I have a method in the Map class that will create a tile at certain x,y coordinates and I have an abstract Tile class which is then extended in each specific tile (e.g class DirtTile extends Tile
).
The class Map
would look something like this:
ANSWER
Answered 2021-May-14 at 06:19In order to 'set' the tile to be a certain type, you must create an instance of an object to be placed there. The following will accomplish that for you:
If You did something like this you can pass any object that is or extends Tile as a parameter and just add it into the map.
QUESTION
This seems like a really simple question but I've been at this for a couple of hours and need an outsiders perspective.
I'm migrating a start of a game to Godot from Unity.
I'm selecting an area of tiles (startDragPosition
, endDragPosition
, both Vector2 objects) from a TileMap
and setting them to a certain tile. Currently the dragging only works if the direction is top->bottom
and left->right
, so if the ending x and y are larger than the starting x and y
In Unity(C#) I had a few simple lines to flip the rectangle values if it was dragged in reverse.
ANSWER
Answered 2021-May-09 at 04:42When you drag, you always write to endDragPosition
.
When you drag to the left or drag up, and you update endDragPosition
, it will have smaller coordinates than it had before. Because of that you swap the coordinates with startDragPosition
… And then you keep dragging left or up, and that updates endDragPosition
again. The original startDragPosition
is lost.
Either you work with a copy when you are deciding the start and end:
QUESTION
I have an issue in the Godot Engine that I can't figure it out: How could it be possible (in code) to fill an Polygon2D area with tiles? I have tried to get point positions. Iterate through line's vertex using 2D for loops, and I just can't wrap my head around this.
This is an mockup of the result I am expecting
...ANSWER
Answered 2021-Apr-21 at 10:32I have solution, with a little "hacky" part, but we will get to that.
Iterate over the Segments of the PolygonFirst, the idea is to iterate over the segments that make up the polygon. To do that, let us use an index
in the range from 0
to the number of points in the polygon.
We get the point with that index
and the point at index - 1
to be the ends of our segment. Note that the index -1
will give us the last point.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install tilemap
Support
Reuse Trending Solutions
Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items
Find more librariesStay Updated
Subscribe to our newsletter for trending solutions and developer bootcamps
Share this Page