From 8a1a23e82b299ea231ca86f48e7929c6fad7a9f2 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?David=20N=C3=A9grier?= Date: Mon, 14 Dec 2020 16:53:04 +0100 Subject: [PATCH] Adding documentation for "collides" property --- website/dist/create-map.html | 26 +++++++++++++++++++++++++- website/dist/docs/collides-1.png | Bin 0 -> 296626 bytes website/dist/docs/collides-2.png | Bin 0 -> 147937 bytes website/dist/docs/collides-3.png | Bin 0 -> 131840 bytes website/dist/docs/collides-4.png | Bin 0 -> 11303 bytes 5 files changed, 25 insertions(+), 1 deletion(-) create mode 100644 website/dist/docs/collides-1.png create mode 100644 website/dist/docs/collides-2.png create mode 100644 website/dist/docs/collides-3.png create mode 100644 website/dist/docs/collides-4.png diff --git a/website/dist/create-map.html b/website/dist/create-map.html index 4917627d..d5dd0d8a 100644 --- a/website/dist/create-map.html +++ b/website/dist/create-map.html @@ -124,6 +124,31 @@

+

Building walls and "collidable" areas

+

By default, the characters can traverse any tiles. If you want to prevent your characeter from + going through a tile (like a wall or a desktop), you must make this tile "collidable". You can do + this by settings the collides property on a given tile.

+ +

To make a tile "collidable", you should:

+ +
    +
  1. select the relevant tileset and switch to "edit" mode:
    + +
  2. +
  3. right click on a tile of the tileset to select it:
    + +
  4. +
  5. on the left pane in the custom properties section, right click and select "Add properties":
    +
    + Please add a collides property. The type of the property must be bool. +
  6. +
  7. finally, check the checkbox for the collides property:
    + +
  8. +
+ +

Repeat for every tile that should be "collidable".

+

Defining a default entry point

In order to define a default start position, you MUST create a layer named "start" on your map. This layer MUST contain at least one tile. The players will start on the tile of this layer. @@ -135,7 +160,6 @@ not visible to the end user because they are hidden below the "bottom" layer that displays the floor of the map.

-

Defining exits

In order to place an exit on your scene that leads to another scene: