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
| Field | Type | Unit / range | What it does |
|---|---|---|---|
tileset | text | — | The tileset in Assets ("Tiles/jungle.tileset.json", format ttr.tileset: legend characters, art, collision flags). |
tile_size | number | units, 1 … 4096 | One tile's size in world units. |
rows | list of text | — | The grid, top row first; "." or a space is empty. The bottom-left corner of the bottom row is the position. |
layer | number | -1000 … 1000 | Drawing order (sprites on the same layer draw after it). |
shadow | (x, y, z) | units | Drop shadow offset (x, y; (0, 0, 0): none): depth against the background. |
shadow_opacity | number | 0 … 1 | How dark the drop shadow is. |
decorative | true / false | — | Drawn only, no collision (a background layer). |
emboss | number | 0 … 4 | Lights the art's own bumps and grooves from the scene's light (brightness read as height). |
rim | number | 0 … 4 | Rim light on open edges facing the light (grass tops, ledges). |
rim_color | colour (r, g, b) | — | The rim light's colour. |
depth_shade | number | 0 … 1 | Darkens terrain the deeper it lies below its open top (ambient occlusion). |
roof | text | — |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us