__NOTOC__
A Tilemap that was given a name can be controlled by scripts. The tilemap can be moved by specifying a path for it.
An instance is created by being defined in a level. It may be accessed via its name
from scripts and via sector.
name
from the console.
Example of a definition:
(tilemap
(name
“niftymap
”)
(path
(mode
“circular
”)
(node
(x 832)
(y 800)
(time 10)
)
(node
(x 832)
(y 704)
(time 10)
)
)
(width …)
(height …)
(tiles …)
(solid #t)
)
The above tilemap will be exposed under the name “niftymap” in the scripting engine. Example usage:
niftymap.goto_node(1);
niftymap.fade(0.0, 10);
This will cause the tilemap to slowly move left, fading out as it goes, and disappear completely when it reaches its destination. Never fear, though; it is still there. From the console, you can enter:
sector.niftymap.goto_node(0);
sector.niftymap.fade(1.0, 15)
The tilemap will then reverse its previous actions, ending up back where it started, but it will only reach full opacity 5 seconds after it stops.
goto_node(int node_no) | Move tilemap along path until at given node, then stop. |
---|---|
start_moving() | Start moving tilemap |
stop_moving() | Stop tilemap at next node |
fade(float alpha, float seconds) | Start fading the tilemap to opacity given by alpha. Destination opacity will be reached after seconds game seconds. Also influences solidity. |
set_alpha(float alpha) | Instantly switch tilemap's opacity to alpha. Also influences solidity. |
float get_alpha() | Return the tilemap's opacity. Note that while the tilemap is fading in or out, this will return the current alpha value, not the target alpha. |
None