LdtkAutoLayerRuleDefinition
This complex section isn't meant to be used by game devs according to LDtk documentation, but Ceramic auto-tiling rules can be generated from these so they may still be useful for us if we want to edit a map in game while still fully working auto-layer rules from LDtk. The use of this is opt-in. Default map loading is using already resolved tiles.
Instance Members
If false
, the rule effect isn't applied, and no tiles are generated.
When true
, the rule will prevent other rules to be applied in the same cell if it matches (true
by default).
Chances for this rule to be applied (0 to 1)
Checker mode
If true
, allow rule to be matched by flipping its pattern horizontally
If true
, allow rule to be matched by flipping its pattern vertically
Default IntGrid value when checking cells outside of level bounds
Rule pattern (size x size)
If true
, enable Perlin filtering to only apply rule on specific random area
X pivot of a tile stamp (0-1)
Y pivot of a tile stamp (0-1)
Pattern width & height. Should only be 1,3,5 or 7.
Array of all the tile IDs. They are used randomly or as stamps, based on tileMode
value.
Defines how tileIds
array is used
Unique Int identifier
X cell coord modulo
X cell start offset
Y cell coord modulo
Y cell start offset
Returns |
---|
String |
Name | Type | Default |
---|---|---|
json |
haxe.DynamicAccess<Dynamic> | (optional) |