Diddy + Tiled - ObjectLayer and.....
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| Diddy + Tiled - ObjectLayer and....... I'm a bit confused as to how this would work but I have my tiled TileMap with an Object Layer. The Object Layer has placed on to it the movable starting positions for my enemy characters. Say I have 3 enemies added to the ObjectLayer each in a different location; how would I then grab their locations and store in either a list or Array for the purpose of spawning the enemies when the tilemap is loaded and the level begins? Ta! |
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There is the method GetAllObjects in class TileMap.
For Local obj:TileMapObject = EachIn tilemap.GetAllObjects()
Print("Level object found: "+obj.name+" x: "+obj.x+" y:"+obj.y)
if obj.properties.Get("typ")<>NULL
local typ:int=obj.properties.Get("typ")
' you can retreive objects parameter set by you this way
endif
next
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Thanks! It didn't work on a straight copy and paste but I managed to sort it by modifying it to the following:
For Local obj:TileMapObject = EachIn tilemap.GetAllObjects()
'Print("Level object found: "+obj.name+" x: "+obj.x+" y:"+obj.y)
If obj.Properties.Get("doo") <> Null
Local typ:int = obj.Properties.Get("doo").GetInt()
' you can retreive objects parameter set by you this way
endif
Next
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I don't understand what is causing this error for me all of a sudden.Monkey Runtime Error : TypeError: Cannot call method 'p_ObjectEnumerator' of null |
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| Strange!!! Sometimes it works and other times it spits this error. Can anyone offer any suggestions? [edit] Nearly 3am in the morning here in London, England; my tiredness caused me to make a typo with a variable name which I have now fixed and am no longer getting this error. |