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Multiple Tileset Loading #5
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Your contribution is much appreciated. I guess I never used multiple tilesets. 😊 |
Good to hear. I thought about events/animation and unused tiles. I thought
maybe adding a load="true" on the individual tile and the tileset as a
custom property in Tiled itself (I think implementing both, not just one of
them makes more sense). Alternatively, we could also add an optional
fourth argument to the TiledMap constructor to specify an array of
"forceLoaded" tilesheets.
As a person making a game with it, I'd prefer just to set that property in
tiled. Implementing some more setting through custom properties could be
really useful. I've already done that within my game itself, but I see
lots of places for in the project itself.
Sounds good to me on the tight requests. I'm going to work on the game
itself, and see if anything comes up. Then I'll break everything down and
order the pulls so they make sense.
I really appreciate your work on this. I'm building an educational project
for teen student programmers, that builds on other work I've done in P5
with them. This allows me to keep the code in the game simple and
comprehensible to them, and gives them an opportunity to work on developing
custom tilesets and designing levels.
…On Mon, May 11, 2020 at 3:34 AM Caldas Lopes ***@***.***> wrote:
Your contribution is much appreciated. I guess I never used multiple
tilesets. 😊
About loading: I had that issue on #2
<#2>, but decided to not
implement it. You might want to use unused tiles (changing on events, or
animating).
Pull any changes you want to commit, just keep it tight. We all prefer a
dozen small/specific requests than a gigantic one.
Thank you!
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I like your ideas. Looking forward to your contributions. 👍 |
I found that I wasn't able to load multiple tilesets, and it looked like the loop to load multiple sets had been disabled, and that code was unfinished. I managed to get multiple tilesets loading properly, by adding a key system to the tileN number. Now, it's ["239-0"] instead of just ["239"] with the extra character indicating the number layer. I also figured out how to skip any tiles that aren't used in the map, which greatly speeds up the loading process. I'd be happy to share my changed with you, if you'd like. I'm going to detail another set of changes I made to allow rotation/flipping in another issue. Some of those changes intersect these, particularly the selective tile loading.
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