tilemap | Rectangular tilemap implementation for PixiJS | Canvas library

 by   pixijs CSS Version: v3.2.1 License: MIT

kandi X-RAY | tilemap Summary

kandi X-RAY | tilemap Summary

tilemap is a CSS library typically used in User Interface, Canvas, WebGL applications. tilemap has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

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!.
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              tilemap has a low active ecosystem.
              It has 254 star(s) with 49 fork(s). There are 12 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 36 open issues and 39 have been closed. On average issues are closed in 256 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of tilemap is v3.2.1

            kandi-Quality Quality

              tilemap has no bugs reported.

            kandi-Security Security

              tilemap has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              tilemap is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              tilemap releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.

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            tilemap Key Features

            No Key Features are available at this moment for tilemap.

            tilemap Examples and Code Snippets

            No Code Snippets are available at this moment for tilemap.

            Community Discussions

            QUESTION

            Unity C# capsule collider and rigid body don't trigger using transform.position to move
            Asked 2021-Jun-12 at 22:18

            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 19:36

            Here 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?

            Source https://stackoverflow.com/questions/67952230

            QUESTION

            Unity3D Same Matrix4x4 different eulers
            Asked 2021-Jun-10 at 10:31

            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 03:13

            Your 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.

            Source https://stackoverflow.com/questions/67912683

            QUESTION

            Monogame C# - How do I draw my sprites between tilemap layer 0 and 1?
            Asked 2021-Jun-06 at 05:33

            I have a tilemap:

            ...

            ANSWER

            Answered 2021-Jun-01 at 23:10

            That'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.

            Source https://stackoverflow.com/questions/67795638

            QUESTION

            Moving an instanced player with move_and_slide
            Asked 2021-Jun-03 at 21:24

            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 21:19

            The player.tscn scene as depicted in the screenshot is structured as follows:

            Source https://stackoverflow.com/questions/67828485

            QUESTION

            Unity - why getcomponent for script returns null when script is attached to game object in scene
            Asked 2021-May-31 at 04:53

            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 23:26

            Rather than transform , which is the real-world location of a object, try calling a method that is in that script. E.G EnemyMover

            Source https://stackoverflow.com/questions/67766505

            QUESTION

            How do I make FastNoise Lite work properly?
            Asked 2021-May-24 at 17:49

            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 17:49

            All I needed to do was add a fractal type:

            Source https://stackoverflow.com/questions/67627955

            QUESTION

            Unity ML Agents Ray Perception Sensor 2D not showing collisions
            Asked 2021-May-24 at 13:49

            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 13:49

            After 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.

            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.

            Working Result

            Maybe this answer will help someone, having similar issues.

            Source https://stackoverflow.com/questions/67643885

            QUESTION

            How do I pass in a type as an argument in Java?
            Asked 2021-May-14 at 06:44

            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 06:19

            In 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.

            Source https://stackoverflow.com/questions/67529555

            QUESTION

            Godot Inversing selected rectangle area made up of two Vector2 objects
            Asked 2021-May-11 at 07:46

            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 04:42

            When 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:

            Source https://stackoverflow.com/questions/67454203

            QUESTION

            (Godot Engine) Fill an 2D Polygon with Tilemap tiles
            Asked 2021-May-07 at 08:02

            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 10:32

            I have solution, with a little "hacky" part, but we will get to that.

            Iterate over the Segments of the Polygon

            First, 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.

            Source https://stackoverflow.com/questions/67161901

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install tilemap

            You can also use the UMD flavor:.

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