class flixel.addons.nape.FlxNapeTilemap extends FlxTilemap
Available on all platforms
@author KeyMaster
Instance Fields
function addSolidTile(X:Int, Y:Int, ?mat:Material = null):Void
Adds a collision box for one tile at the specified position * Using this many times will fragment the collider mesh, possibly impacting performance! * If you are changing a lot of tiles, consider calling body.shapes.clear() and then setupCollideIndex or setupTileIndices * *
X | The X-Position of the tile * |
Y | The Y-Position of the tile * |
?mat | The material for the collider. Defaults to default nape material |
function loadMap(MapData:Dynamic, TileGraphic:Dynamic, ?TileWidth:Int = 0, ?TileHeight:Int = 0, ?AutoTile:Int = 0, ?StartingIndex:Int = 0, ?DrawIndex:Int = 1, ?CollideIndex:Int = 1):FlxTilemap
function placeCustomPolygon(tileIndices:Array<Int>, vertices:Array<Vec2>, ?mat:Material = null):Void
function setupCollideIndex(?CollideIndex:Int = 1, ?mat:Material = null):Void
Builds the nape collider with all tiles indices greater or equal to CollideIndex as solid (like normally with FlxTilemap), and assigns the nape material * *
CollideIndex | All tiles with an index greater or equal to this will be solid * |
?mat | The Nape physics material to use. Will use the default material if not specified |
function setupTileIndices(tileIndices:Array<Int>, ?mat:Material = null):Void
Builds the nape collider with all indices in the array as solid, assigning the material * *
tileIndices | An array of all tile indices that should be solid * |
?mat | The nape physics material applied to the collider. Defaults to nape default material |