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Home.md
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Home.md
@ -31,6 +31,7 @@ Welcome to the Godot Engine documentation center. The aim of these pages is to p
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* [Multiple Screen Resolutions](tutorial_multires)
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* [GUI Control Repositioning](tutorial_gui_repositioning)
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* [Tile Map](tutorial_tilemap)
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* [Kinematic Character (2D)](tutorial_kinematic_char)
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* ~~[GUI Skinning](tutorial_gui_skinning)~~
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* ~~[ Physics Engine (2D)](tutorial_physics_2d)~~
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* ~~[Cut-Out Animation](tutorial_cutout)~~
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@ -45,7 +45,7 @@ To add collision to a tile, create a StaticBody2D child for each sprite. This is
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<p align="center"><img src="images/tile_example3.png"></p>
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Finally, edit the polygon, this will give the tile a collision. **Remember to use snap!**. Using snap will make sure collision polygons are aligned properly, allowing a character to walk seamlessly from tile to tile.
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Finally, edit the polygon, this will give the tile a collision. **Remember to use snap!**. Using snap will make sure collision polygons are aligned properly, allowing a character to walk seamlessly from tile to tile. Also **do not scale or move** the collision and/or collision polygon nodes. leave them at offset 0,0, with scale 1,1 and rotation 0 respect to the parent sprite.
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<p align="center"><img src="images/tile_example4.png"></p>
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@ -81,7 +81,7 @@ Also set the cell size to '50', since that is the size used by the tiles. Quadra
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With all set, make sure the TileMap node is selected. A red grid will appear on screen, allowing to paint on it with the selected tile on the left pallete.
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<p align="center"><img src="images/tile_example5.png"></p>
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<p align="center"><img src="images/tile_example6.png"></p>
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To avoid moving and selecting the tilemap node accidentally (something common given it's a huge node), it is recommended that you lock it, using the lock button:
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@ -97,7 +97,7 @@ This can't be avoided, as it is the way the hardware bilinear filter works. So,
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* Disable filtering for either the tileset texture or the entire image loader (see the [Image Files](image_files) asset pipeline tutorial).
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* Use a single image for each tile.
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* Viewport Scaling can often helps shrinking the map (see the [Viewports](tutorial_viewports) tutorial).
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* Viewport Scaling can often help shrinking the map (see the [Viewports](tutorial_viewports) tutorial).
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