![]() Build games by using drag and drop tools or by writing the code on your own The application comes with an intuitive workflow and offers you the possibility to accelerate the development process by using simple yet efficient tools to deal with basic tasks. If the tile was placed in Scene Designer, the tile's visual image will be removed but the collision shape will remain behind (invisible unless Debug Drawing is enabled).Stencyl is a game development suite that enables you to create and publish new titles for Mac, iOS, Windows, Adobe Flash, or Android without having to write any code. Note that deleting a tile will only remove it's collision shape from the scene if it was added through the Tile API. This block will delete the tile at the given coordinate and layer. Remove Tile At Row: (number) Col: (number) LayerID: (number) If there is no tile found, it will return a value of -1 instead. This block provides the numeric value of the Tileset ID of the tile at the given coordinate and layer. ID For Tile's Tileset At Row: (number) Col: (number) LayerID: (number) This includes if there is no tile, or if a tile exists but lacks a collision shape. ![]() ![]() If there is no collision shape found, it will return a value of -1 instead. This block provides the numeric value of the collision ID for a tile at the given coordinate and layer. Note that to do so, the block must loop through all tile layers in a scene to check doing so could incur a performance penalty.Ĭollision ID For Tile At Row: (number) Col: (number) LayerID: (number) 1) is used for the Layer ID, it will check all tile layers automatically. This block indicates if the tile at the given coordinate and layer has a collision shape or not. Tile Collision Shape Found At Row: (number) Col: (number) LayerID: (number) If there is no tile at the position, this block returns the value -1 instead. This block produces the Tile ID for a tile at the given coordinate and layer. ID For Tile At Row: (number) Col: (number) LayerID: (number) This block indicates if there is a tile of any kind at the given coordinate and layer. Tile Exists At Row: (number) Col: (number) LayerID: (number) Significant numbers of these tiles can incur a performance penalty due to the many collision shapes Note that placing a tile into the scene in this manner will create a new collision shape each time if the tile placed has a collision shape assigned to it. The tile to be used is determined by the other two ID's given the Tileset ID and Tile ID of the desired tile from that tileset. This block creates a new tile in the scene at the designated coordinate and layer. Set Tile At Row: (number) Col: (number) LayerID: (number) Using TileID: (number) From TilesetID: (number) Negative values are accepted, however they represent tile coordinates that are out-of-bounds of the scene (to the left of or above the top left corner of the scene). To get the coordinate in Columns, use a positive X value. To get the coordinate in Rows, use a positive Y value. This blocks produces the tilemap coordinate of a position in the scene. Individual Block Information Get (Column/Row) Coordinate Of (number) In Scene To resolve, include at least one tile (it can be invisible and without a collision shape) on the desired layer. Attempting to place a tile with the Tile API into a non-tile layer will fail. Layer ID numbers can be found in the Scene Designer's Layer box.Īside: For performance reasons, layers cannot contain tiles unless they have one already at compile time (from the Scene Designer). If a single tile is selected you will also see the Tile ID of the selected tile. Tileset ID numbers can be found by looking at the bottom bar in the Tileset Editor. Row and column coordinates start at 0 (zero), at the top-left corner of the scene, and increase in number going down (for rows) and to the right (for columns). Initially this may appear to be incorrect, but it is necessary to remember that "10 rows" means 10 tiles vertically (rows are stacked), but "10 columns" means 10 tiles horizontally. It is important to note that a Row coordinate is a measure of the tile's position on the Y axis, while Columns are measured on the X axis. Tile coordinates are measured in Rows and Columns. You can find the blocks under Scene > World > Tile API. In Stencyl 3.2 and above, the Tile API is part of the regular block set. Determine which collision group it belongs to. Determine what tile exists at a given location.Determine whether a tile exists at a given location.The Tile API is essential for games that dynamically generate terrain. The Tile API is a collection of functions that let you modify a scene's terrain at runtime. Please ask all of your questions about the Tile API in that forum discussion. ![]() Note: This guide is adapted from this ongoing forum topic.
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