You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
The entiy in question is a switch, its sprite is the close switch (red). As long as I had it only that way, it rendered in the game as expected. However, then I added a Tile Property, as can be seen in the screenshot. In the game I load both sprites into different variables, but BOTH now point the SAME region in the tileset. When I render both sprites in the game it looks like this:
When I dump the entity.TileRect without the tile property, I get:
2024-03-31T07:17.01 CEST DEBUG: LOAD TILE /home/scip/dev/openquell/game/levels.go: 188
isdoor: false
isswitch: true
name: Switch
tileid: 7d975370-d7b0-11ee-9add-971995295000
tilerect:
x: 96 <==
y: 192 <==
w: 32
h: 32
tilesetuid: 57
tileref: 81e502b0-d7b0-11ee-9add-6193c766edeb
togglerect:
x: 96 <== This is the location of the tile property sprite
y: 192 <==
w: 32
h: 32
This is the tileset:
However, I managed to "fix" this behavior by customizing the Display Setting of the property. By default it's value is Replace entity tile. When I set it like so:
then everything works as expected.
Please correct me if I'm wrong, but in my opinion this is a bug: ldtkgo should not consider the display settings. I think these are meant for the LDTK UI only, not for the resulting game. Now that I know how to circumvent this, it's no real problem. But it took me a while to find.
The text was updated successfully, but these errors were encountered:
Ok, so I have a tile setup which looks like this:
The entiy in question is a switch, its sprite is the close switch (red). As long as I had it only that way, it rendered in the game as expected. However, then I added a Tile Property, as can be seen in the screenshot. In the game I load both sprites into different variables, but BOTH now point the SAME region in the tileset. When I render both sprites in the game it looks like this:
When I dump the
entity.TileRect
without the tile property, I get:With the property I get:
This is the tileset:
However, I managed to "fix" this behavior by customizing the Display Setting of the property. By default it's value is
Replace entity tile
. When I set it like so:then everything works as expected.
Please correct me if I'm wrong, but in my opinion this is a bug: ldtkgo should not consider the display settings. I think these are meant for the LDTK UI only, not for the resulting game. Now that I know how to circumvent this, it's no real problem. But it took me a while to find.
The text was updated successfully, but these errors were encountered: