TileBase | Range based Single File MBTiles like Store | Runtime Evironment library

 by   openaddresses JavaScript Version: 4.0.0 License: MIT

kandi X-RAY | TileBase Summary

kandi X-RAY | TileBase Summary

TileBase is a JavaScript library typically used in Server, Runtime Evironment, Nodejs applications. TileBase has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can install using 'npm i tilebase' or download it from GitHub, npm.

Range Based Single File MBTiles-like Tile Store.
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            kandi-support Support

              TileBase has a low active ecosystem.
              It has 12 star(s) with 1 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 3 open issues and 0 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of TileBase is 4.0.0

            kandi-Quality Quality

              TileBase has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              TileBase 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

              TileBase releases are not available. You will need to build from source code and install.
              Deployable package is available in npm.
              Installation instructions are not available. Examples and code snippets are available.

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            TileBase Key Features

            No Key Features are available at this moment for TileBase.

            TileBase Examples and Code Snippets

            No Code Snippets are available at this moment for TileBase.

            Community Discussions

            QUESTION

            Tilemap.SetTile only works with Vector3Int, but my tile size is in 0.16f increments
            Asked 2020-Jun-24 at 19:41

            So in my Unity2D game, I need to change tiles inside a tilemap from within a script. I quickly found the Tilemap.SetTile function which asks for a Vector3Int position in his parameters, however my tile size is in 0.16f increments, which means that my tiles' Vector3 positions look like (0, -0.16f, 0).

            ...

            ANSWER

            Answered 2020-Jun-24 at 19:41

            tileSize doesn't affect indexing by cell. Simply do this:

            Source https://stackoverflow.com/questions/62562552

            QUESTION

            Tilemap.HasTile() always returns false for the top layer of tilemap ONLY
            Asked 2020-Apr-14 at 01:18

            I am trying to make a building game, where you can build anywhere that there is no builds and touching the ground. Here is my code

            ...

            ANSWER

            Answered 2020-Apr-13 at 01:15

            It's hard to say for certain but It seems that the conversion from world space to grid coordinate is off-by-one at least in the y dimension and i would guess in the x direction also. I believe the best candidate for the bug is this line here

            Source https://stackoverflow.com/questions/61150718

            QUESTION

            Procedural world generation can't handle big maps
            Asked 2020-Mar-13 at 19:52

            so, I'm making a terraria-like game in unity 2019 on windws 10 using c# which has procedurally generated tilemaps and i have this script attached to a grid:

            ...

            ANSWER

            Answered 2020-Mar-13 at 19:52

            So apparently my word generation method was fine, just the loop I was using to smoothen the terrain took too long.

            Source https://stackoverflow.com/questions/60593543

            QUESTION

            A star pathfinding algorithm bug for hexes
            Asked 2020-Feb-22 at 22:36

            I'm attempting to implement the A* pathfinding algorithm for a 2d hexagonal tilemap. I've got the following HexCell class that acts as a data container and adjacency finder using a hex index integer:

            ...

            ANSWER

            Answered 2020-Feb-22 at 22:36

            Found the solution to my problem. The adjacency logic within each hex was not quite right as I suspected. Finding correct adjacent indices requires an offset on every other row due to the layout of the hexagonal grid.

            Source https://stackoverflow.com/questions/60344727

            QUESTION

            Tile's gameobject is offset
            Asked 2020-Jan-03 at 22:03

            I have made a basic scripted tile, it have set prefab as game object. Problem is, that gameobject is offset when door is placed. I would like to have gameobject on same location as tile.

            IMAGE: My problem

            DoorTile.cs

            ...

            ANSWER

            Answered 2020-Jan-03 at 22:03

            This is due to your Tile Anchor being (0.5, 0.5, 0). You can modify your tile anchor under the Tilemap component to fix this, or you can simply add the offset to your Door object.

            Source https://stackoverflow.com/questions/59585759

            QUESTION

            Is there a better way of finding non-empty tiles in a tilemap?
            Asked 2019-Aug-15 at 20:41

            So the way I did it was an O(n) solution:

            ...

            ANSWER

            Answered 2019-Aug-15 at 20:41
            No

            You can't look at every tile any faster than looking at every tile at least once.

            Source https://stackoverflow.com/questions/57515230

            QUESTION

            Per Tilemap Tile Data Storage & Retrieval
            Asked 2019-Mar-30 at 16:11

            I have a scenario where I will need to know certain information about all of the tiles in a tilemap. From the research I've done and questions that others have had, this may not be the easiest thing to do.

            I am faced with 3 possible options, as far as I can tell:

            1. Don't use Unity's Tilemap, and build the tiles out by hand instead via a list of GameObjects and sprites. Then attach any sort of model I may need with custom values as a script to said GO. This will make it very simple to add logic to each tile. The downsides will be that it'll be a lot more annoying to build out maps.

            2. Use Unity's Tilemap, but keep track of each special node tile in code manually. Needless to say, this isn't a very attractive workflow, since any time the map changes, the change would have a need to reflect in the code map/list/array

            3. Override Unity's Tiles (just like the 2d extras pack) and creates a rule tile for every special tile. When reading in the tiles, and compiling a dictionary, check the type of tile and assign any special properties based on the type of tile you're currently looking at. The rule tiles can either be visual tiles or painted on a tilemap underneath the visual tilemap used only for storing information of the map above it.

            4. (3.1) Do the same as above, but instead of using special rule tiles, separate any special tiles onto their own special Tilemaps. Then read through each tilemap and compile a dictionary that keeps track of any special tiles and their special properties.

            Currently I am using the following:

            ...

            ANSWER

            Answered 2019-Mar-30 at 16:11

            You could have one layer in your tilemap for each type of base terrain, and attach a script to each terrain layer that specifies what types of units are allowed to enter tiles that are part of that layer. Some spaces may have overlapping tile layers. Mountains, for example, might have a "land" tile and a "mountain" tile.

            Then when you're doing your pathfinding calculations, you only consider spaces that have at least one tile (to prevent units moving off the map) and that the unit type is allowed to enter each type of tile that is on that space. Something like this:

            Source https://stackoverflow.com/questions/55329878

            QUESTION

            'Fixed' Unity - Delete Tilemap tiles one by one with a delay
            Asked 2018-Aug-28 at 04:45

            I have been trying to get the tiles of a Tilemap and I could get them with this code that I found in another question:

            ...

            ANSWER

            Answered 2018-Aug-28 at 03:59

            QUESTION

            Restricting templated class datatypes
            Asked 2018-Jun-30 at 17:50

            I have the following class definitions:

            ...

            ANSWER

            Answered 2018-Jun-30 at 17:50

            QUESTION

            Unity - Can I make a mirror in 2D?
            Asked 2017-Oct-11 at 13:50

            I am making a topdown tilebased 2D game. In this game, I want to make 1 of the walls into a mirror, like you can see on this video. Now, I know the game in the trailer is made in RPG Maker, but I want to make my game in Unity 3D.

            I have tried to set a camera right next to the mirror, add a RenderTexture on the camera and set that texture on the Sprite, but of course it is not possible to convert a RenderTexture to a Sprite, so this did not end up working.

            So my question is, is it possible to create a mirror like in the trailer?

            ...

            ANSWER

            Answered 2017-Oct-11 at 12:46

            You could do it the good old Super Mario 64 way and have the wall be a screen that shows another camera's perspective of another character.

            Unity is pretty good at PIP (Picture In Picture) from what I've heard, so may be worth a shot.

            Source https://stackoverflow.com/questions/46687827

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

            Vulnerabilities

            No vulnerabilities reported

            Install TileBase

            You can install using 'npm i tilebase' or download it from GitHub, npm.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            Install
          • npm

            npm i tilebase

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          • HTTPS

            https://github.com/openaddresses/TileBase.git

          • CLI

            gh repo clone openaddresses/TileBase

          • sshUrl

            git@github.com:openaddresses/TileBase.git

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