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Hey, how does one develop the tiled plugin itself? I cloned the repo, and my intention was I can put the cloned path as dependency in my main project ; but that did not work out. When I finally managed to solve that somehow, another error popped up saying there might be two versions of Excalibur loaded, and it would not show any tilemap. The I did a hack, and soft-linked the node_modules of my project to the cloned repo, and that somehow made everything render, but then when I tried to add console.log and/or logger.info in the tiled code, just to see if it is working, that did not show up anywhere. I'm probably doing all this wrong, there might be a proper way to develop, but in that repo, it only mentions the npm commands for dev server, which launches the example project. Is the normal flow to add a new project there and update code till that works, or use some existing example project there for testing , or something else? Anyone who might be reading and has worked on that plugin, can you tell me what is the standard dev-flow for that? Thanks :) |
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Hey, wanted to confirm if this is intended behavior or not before opening the issue on the plugin repo.
So I have created a tilemap using Tiled, and have 3 tile layers + 1 object layer on which I have an object with class as Player. I tried the following ways -
I was using the class along with
entityClassNameFactories
in theTiledResource
to create the player instance on the tilemap at runtime.I expected in all three cases that the player sprite will be drawn on top of all other tiles. However in all three cases the sprite was somewhere between the layers. I arranged the layers as (ignore my bad naming :p)

In all the cases, the player sprite would always be drawn between layer 1 and other two layers (so boundaries and layer 2 were always above). I didn't see any correlation between layer ids and this, or layer creation time and this.
When finally I manually set the z value in the
super
call of Player to 10, it worked and player got drawn on top.I expect that if the plugin is picking up the z values for layers based on position in tiled, or even after manually assigning them, it should set the z value on factory actors accordingly. Wanted to confirm if this was a bug, or you expect the user to manually set the z index using FactoryProps.
Attaching the tilemap and the tmx file, you might need to manually update the image location in tmx if it is not picked up correctly.
resources.zip
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