tilemap

2D: a grid of tiles written as rows of characters (top row first). Each character is a tile of the tileset with its own collision (solid, one_way, ladder, hazard); terrain tiles pick their art from their neighbours (grass on top, edges at the ends). Scripts: game.setTile(map, col, row, "#").

In scene text

tilemap { tileset "…"  tile_size 1  rows ["a", "b"] }

Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.

Fields 12

FieldTypeUnit / rangeWhat it does
tilesettext—The tileset in Assets ("Tiles/jungle.tileset.json", format ttr.tileset: legend characters, art, collision flags).
tile_sizenumberunits, 1 … 4096One tile's size in world units.
rowslist of text—The grid, top row first; "." or a space is empty. The bottom-left corner of the bottom row is the position.
layernumber-1000 … 1000Drawing order (sprites on the same layer draw after it).
shadow(x, y, z)unitsDrop shadow offset (x, y; (0, 0, 0): none): depth against the background.
shadow_opacitynumber0 … 1How dark the drop shadow is.
decorativetrue / false—Drawn only, no collision (a background layer).
embossnumber0 … 4Lights the art's own bumps and grooves from the scene's light (brightness read as height).
rimnumber0 … 4Rim light on open edges facing the light (grass tops, ledges).
rim_colorcolour (r, g, b)—The rim light's colour.
depth_shadenumber0 … 1Darkens terrain the deeper it lies below its open top (ambient occlusion).
rooftext—
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