mirror of
https://github.com/flame-engine/flame.git
synced 2025-10-28 11:27:24 +08:00
docs: Formatting clean up in the flame_tiled docs (#2127)
This commit is contained in:
@ -30,14 +30,18 @@ extensions = [
|
|||||||
|
|
||||||
# Configuration options for MyST:
|
# Configuration options for MyST:
|
||||||
# https://myst-parser.readthedocs.io/en/latest/syntax/optional.html
|
# https://myst-parser.readthedocs.io/en/latest/syntax/optional.html
|
||||||
myst_enable_extensions = [
|
myst_enable_extensions = [e.lower() for e in [
|
||||||
'dollarmath',
|
'colon_fence',
|
||||||
|
'dollarMath',
|
||||||
'html_admonition',
|
'html_admonition',
|
||||||
'html_image',
|
'html_image',
|
||||||
'linkify',
|
'linkify',
|
||||||
'replacements',
|
'replacements',
|
||||||
'smartquotes',
|
'smartQuotes',
|
||||||
]
|
'strikethrough',
|
||||||
|
'substitution',
|
||||||
|
'taskList',
|
||||||
|
]]
|
||||||
|
|
||||||
# Auto-generate link anchors for headers at levels H1 and H2
|
# Auto-generate link anchors for headers at levels H1 and H2
|
||||||
myst_heading_anchors = 4
|
myst_heading_anchors = 4
|
||||||
|
|||||||
@ -1,7 +1,9 @@
|
|||||||
# flame_tiled
|
# flame_tiled
|
||||||
|
|
||||||
flame_tiled is the bridge package that connects the flame game engine to Tiled maps by parsing TMX
|
**flame_tiled** is the bridge package that connects the flame game engine to [Tiled] maps by parsing
|
||||||
(XML) files and accessing the tiles, objects, and everything in there.
|
TMX (XML) files and accessing the tiles, objects, and everything in there.
|
||||||
|
|
||||||
|
[Tiled]: https://www.mapeditor.org/
|
||||||
|
|
||||||
```{toctree}
|
```{toctree}
|
||||||
:hidden:
|
:hidden:
|
||||||
|
|||||||
@ -14,15 +14,15 @@ These methods will either return the requested layer type or null if it does not
|
|||||||
|
|
||||||
## Layer properties
|
## Layer properties
|
||||||
|
|
||||||
| Property | Supported? |
|
The following Tiled properties are supported:
|
||||||
| ----------- | ----------- |
|
|
||||||
| Visible | ✅ |
|
- [x] Visible
|
||||||
| Opacity | ✅ |
|
- [x] Opacity
|
||||||
| Tint color | ❌ |
|
- [ ] Tint color
|
||||||
| Horizontal offset | ✅ |
|
- [x] Horizontal offset
|
||||||
| Horizontal offset | ✅ |
|
- [x] Vertical offset
|
||||||
| Parallax Factor | ✅ |
|
- [x] Parallax factor
|
||||||
| Custom properties | ✅ |
|
- [x] Custom properties
|
||||||
|
|
||||||
|
|
||||||
## Tiles properties
|
## Tiles properties
|
||||||
|
|||||||
@ -2,20 +2,19 @@
|
|||||||
|
|
||||||
[Tiled] is a great tool to design levels and maps. From [Tiled]'s documentation:
|
[Tiled] is a great tool to design levels and maps. From [Tiled]'s documentation:
|
||||||
|
|
||||||
```seealso
|
> Tiled is a 2D level editor that helps you develop the content of your game. Its
|
||||||
Tiled is a 2D level editor that helps you develop the content of your game. Its
|
> primary feature is to edit tile maps of various forms, but it also supports
|
||||||
primary feature is to edit tile maps of various forms, but it also supports
|
> free image placement as well as powerful ways to annotate your level with extra
|
||||||
free image placement as well as powerful ways to annotate your level with extra
|
> information used by the game. Tiled focuses on general flexibility while trying
|
||||||
information used by the game. Tiled focuses on general flexibility while trying
|
> to stay intuitive.
|
||||||
to stay intuitive.
|
>
|
||||||
|
> In terms of tile maps, it supports straight rectangular tile layers, but also
|
||||||
|
> projected isometric, staggered isometric and staggered hexagonal layers. A
|
||||||
|
> tileset can be either a single image containing many tiles, or it can be a
|
||||||
|
> collection of individual images. In order to support certain depth faking
|
||||||
|
> techniques, tiles and layers can be offset by a custom distance and their
|
||||||
|
> rendering order can be configured.
|
||||||
|
|
||||||
In terms of tile maps, it supports straight rectangular tile layers, but also
|
|
||||||
projected isometric, staggered isometric and staggered hexagonal layers. A
|
|
||||||
tileset can be either a single image containing many tiles, or it can be a
|
|
||||||
collection of individual images. In order to support certain depth faking
|
|
||||||
techniques, tiles and layers can be offset by a custom distance and their
|
|
||||||
rendering order can be configured.
|
|
||||||
```
|
|
||||||
|
|
||||||

|

|
||||||
|
|
||||||
@ -35,6 +34,6 @@ into your game. At its core, the [Tiled] map editor creates a TMX file that can
|
|||||||
within your game.
|
within your game.
|
||||||
|
|
||||||
|
|
||||||
[dart](https://pub.dev/packages/tiled)
|
[dart]: https://pub.dev/packages/tiled
|
||||||
[flame_tiled](https://github.com/flame-engine/flame_tiled)
|
[flame_tiled]: https://github.com/flame-engine/flame_tiled
|
||||||
[Tiled](https://www.mapeditor.org/)
|
[Tiled]: https://www.mapeditor.org/
|
||||||
|
|||||||
Reference in New Issue
Block a user