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Level Design in Tiled
Most game-design in combination with DANG can be done in Tiled. The layers in Tiled are exported with the DANG exporter plugin blit32_exporter.js to a c++ .h-file. This file should be included in the game project and read / interpreted by the TmxExtruder-class of DANG.
The following types of layer are supported in DANG. So as DANG can export the layers according to its type, layer-name convention as follows is used.
Endings of name-property of Tiled-layers:
| Ending | DANG layer | DANG structure |
|---|---|---|
| "bg" | Background tile-layer | - |
| "mood" | Background object-layer | - |
| "obj" | Collision detection object-layer | - |
| "fg | Foreground object-layer | - |
| "hud" | HUD | - |
| "paths" | - | Path definitions. Waypoint-structure of DANG |
| "waves" | - | Wave definitions. Wavepoint-structure of DANG |
| "zones" | - | Zone definitions. Zone-structure of DANG |
Example: property name of layer is "lvl_1_mood". THe layer is exported as a mood-layer.
- z-order: value corresponds to the index of the layer in reference to the number of layers, beginning at the bottom of the list in Tiled.
- visible: True. If false, the layer will not be drawn. The flag can be changed in the code.
Properties which are not exported:
locked, opacity, tint color, horizontal offset, vertical offset
Type: Tile Layer
Name: your preferred name, ending with "bg"
Type: Object Layer
Type: Object Layer
Type: Object Layer
Type: Object Layer
Type: Object Layer
Type: Object Layer
Type: Object Layer