CRM64Pro GDK v0.13.0
A free cross-platform game development kit built on top of SDL 3.0
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TileEngine modules

Description

Logic module containing the TileEngine subsystems: the core engine and extensions.

Topics

 TileEngine MapData extension
 Data definition classes for TileEngine layer management v3.00 (May 2024).
 TileEngine Core
 TileEngine Manager and TileEngine objects for 2D tile-based game development [v25.12.0].

Macros

#define TE_LAYERFLAG_DISABLE   0
#define TE_LAYERFLAG_REPEATX   1
#define TE_LAYERFLAG_REPEATY   2
#define TE_LAYERFLAG_AUTOSCROLL   4
#define TE_LAYERFLAG_UPDATE   8
#define TE_LAYERFLAG_RENDER   32
#define TE_LAYERFLAG_SMOOTHSCROLL   64
#define TE_LAYERFLAG_SHOWGRID   128
#define TE_LAYERFLAG_PAUSE   256
#define TE_KEEP_VALUE   0x00FFFFFE
#define TE_LAYERPOSITION_BEGIN   0x00FFFFFD
#define TE_LAYERPOSITION_MIDDLE   0x00FFFFFC
#define TE_LAYERPOSITION_END   0x00FFFFFB
#define TE_LAYERPOSITION_CENTER   0x0A000000
#define TE_REGISTEREDMAPDATA_MAX   3
#define TE_TILESET_DEFAULT_SOURCE   "TE-TS-DEFAULT-SOURCE"
#define TE_LAYER_EMPTY   "TE-LAYER-EMTPY"

Enumerations

enum  CRM64Pro::eTileEngineTilesetType { CRM64Pro::TETT_NULL = -1 , CRM64Pro::TETT_TILESET = 0 , CRM64Pro::TETT_IMAGESET = 1 }
 TE Tileset type. More...

Macro Definition Documentation

◆ TE_LAYERFLAG_DISABLE

#define TE_LAYERFLAG_DISABLE   0

Disable layer and remove all flags. Default value.

◆ TE_LAYERFLAG_REPEATX

#define TE_LAYERFLAG_REPEATX   1

Enable the layer image to be repeated along the X-axis.

◆ TE_LAYERFLAG_REPEATY

#define TE_LAYERFLAG_REPEATY   2

Enable the layer image to be repeated along the Y-axis.

◆ TE_LAYERFLAG_AUTOSCROLL

#define TE_LAYERFLAG_AUTOSCROLL   4

Enable autoscroll flag. Check setLayerAutoScroll() for further details.

◆ TE_LAYERFLAG_UPDATE

#define TE_LAYERFLAG_UPDATE   8

Enable the updating flag. Check update() for further details.

◆ TE_LAYERFLAG_RENDER

#define TE_LAYERFLAG_RENDER   32

Enable the rendering flag. Check render() for further details.

◆ TE_LAYERFLAG_SMOOTHSCROLL

#define TE_LAYERFLAG_SMOOTHSCROLL   64

Enable the smooth rendering flag. Check render() for further details.

◆ TE_LAYERFLAG_SHOWGRID

#define TE_LAYERFLAG_SHOWGRID   128

Show the base mapdata grid (for debugging purposes). Check setLayerGridColor() for further details.

◆ TE_LAYERFLAG_PAUSE

#define TE_LAYERFLAG_PAUSE   256

Pause the layer (current positions can not be modified). Note that update() and render() methods should be called to keep the internal state.

◆ TE_KEEP_VALUE

#define TE_KEEP_VALUE   0x00FFFFFE

Used with properties members to avoid to change the current value.

◆ TE_LAYERPOSITION_BEGIN

#define TE_LAYERPOSITION_BEGIN   0x00FFFFFD

Set the layer position at the beginning.

◆ TE_LAYERPOSITION_MIDDLE

#define TE_LAYERPOSITION_MIDDLE   0x00FFFFFC

Set the layer position at the middle.

◆ TE_LAYERPOSITION_END

#define TE_LAYERPOSITION_END   0x00FFFFFB

Set the layer position at the end.

◆ TE_LAYERPOSITION_CENTER

#define TE_LAYERPOSITION_CENTER   0x0A000000

Try to set the layer position at the center.

◆ TE_REGISTEREDMAPDATA_MAX

#define TE_REGISTEREDMAPDATA_MAX   3

Maximum registered mapdata types. [0] is always cMSTE_MapBase.

◆ TE_TILESET_DEFAULT_SOURCE

#define TE_TILESET_DEFAULT_SOURCE   "TE-TS-DEFAULT-SOURCE"

Default source for loaded tilesets. It sets that at saving level time, the tileset will be saved in the same location as the level.

◆ TE_LAYER_EMPTY

#define TE_LAYER_EMPTY   "TE-LAYER-EMTPY"

Default name for a layer which is allocated but empty.

Enumeration Type Documentation

◆ eTileEngineTilesetType

TE Tileset type.

Enumerator
TETT_NULL 

Used for tilesets. Default value when there is not a tileset loaded.

TETT_TILESET 

Used for tilesets. The tileset is a standard image with tiles.

TETT_IMAGESET 

Used for tilesets. The tileset is a set of stand alone images.