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* Tilemaps made with [LDtk](https://ldtk.io/), a modern 2D level editor, can be now used directly. Make sure to save your map made in LDtk as a JSON file, create a new Tilemap object in GDevelop and in the Tilemap field, choose the LDtk file. * Tilesets used by the LDtk Tilemap are automatically imported in your game - you don't need to import them separately. * For more information, read about the [Tilemap object on the wiki](https://wiki.gdevelop.io/gdevelop5/objects/tilemap). Co-authored-by: Davy Hélard <davy.helard@gmail.com> Co-authored-by: Florian Rival <Florian.Rival@gmail.com>
57 lines
1.5 KiB
C++
57 lines
1.5 KiB
C++
/**
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GDevelop - Tiled Sprite Extension
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Copyright (c) 2012-2016 Victor Levasseur (victorlevasseur01@orange.fr)
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Copyright (c) 2013-2016 Florian Rival (Florian.Rival@gmail.com)
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This project is released under the MIT License.
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*/
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#ifndef TILEDSPRITEOBJECT_H
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#define TILEDSPRITEOBJECT_H
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#include <memory>
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#include "GDCore/Project/ObjectConfiguration.h"
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namespace gd {
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class InitialInstance;
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class Project;
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} // namespace gd
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/**
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* TiledSprite Object
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*/
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class GD_EXTENSION_API TiledSpriteObject : public gd::ObjectConfiguration {
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public:
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TiledSpriteObject();
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virtual ~TiledSpriteObject(){};
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virtual std::unique_ptr<gd::ObjectConfiguration> Clone() const {
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return gd::make_unique<TiledSpriteObject>(*this);
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}
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virtual void ExposeResources(gd::ArbitraryResourceWorker &worker);
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virtual double GetWidth() const { return width; };
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virtual double GetHeight() const { return height; };
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virtual void SetWidth(double newWidth) { width = newWidth; };
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virtual void SetHeight(double newHeight) { height = newHeight; };
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void SetTexture(const gd::String &newTextureName) {
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textureName = newTextureName;
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};
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const gd::String &GetTexture() const { return textureName; };
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gd::String textureName; ///< deprecated. Use Get/SetTexture instead.
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private:
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virtual void DoUnserializeFrom(gd::Project &project,
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const gd::SerializerElement &element);
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#if defined(GD_IDE_ONLY)
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virtual void DoSerializeTo(gd::SerializerElement &element) const;
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#endif
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double width;
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double height;
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bool smooth;
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};
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#endif // TILEDSPRITEOBJECT_H
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