Support for Tiled maps

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Tiled Sample
Tiled Sample Map rendered using our engine

We can now read and render 2D maps designed in Tiled Map Editor. A demo, along with sample map data, is available in the engine examples/tiled/ subdirectory (if you take the engine from GitHub of course).

The logic is the unit CastleTiledMap — the class TTiledMap handles the map processing independent on any rendering and inputs, while TCastleTiledMapControl is a simple 2D control that allows to load and display a map.

This is all thanks to a large work by Tomasz Wojtyś! See the pull request #14 for details .

More stuff will come here — like support for hexagonal maps (I’m excited about this:).

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X3D node and field documentation is now available in the API docs

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You can now find a node in the engine Pascal reference, like TTransformNode, and:

  • the Pascal description will include a short summary of node’s purpose,
  • and the important properties (like Translation, Center, etc.) are visible,
  • and (with time…) the properties will be documented too.

To make this prominent, we also link to it from our X3D components description (grouping component, for Transform node) (by “API reference” links). I want to emphasize this way that you can build and modify the X3D graph at runtime, which is a way to do many cool things with the engine:) Simple example of it is in the tutorial.

To make it possible:

  • We have added previous node “helpers” (like “TTransformNode.Translation” helper, wrapping an internal “TTransformNode.FdTranslation”) as normal class properties. This was done by generating files inside the src/x3d/auto_generated_node_helpers/ .

  • The node’s descriptions are specified directly in the src/x3d/ files.

  • The field’s descriptions are specified inside the src/x3d/x3dnodes_documentation.txt . It is added to the documentation using the PasDoc feature .

This is of course an ongoing effort, and help in documenting is most welcome!:) Be sure to consult with X3D specification and with our docs to document everything correctly:)

In the future: we *may* add some stuff automatically from X3D Tooltips (but they are not always as concise, or as good, as we would like).

Also in the future: we definitely will gradually hide the somewhat-internal properties FdXxx (first we’ll hide them from docs, and then we may just make them private). In most cases, users should not use them. But not everything yet has the non-FdXxx equivalent, in particular multiple-valued fields don’t have them yet, like FdGrouping.

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sprite-sheet-to-x3d utility

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A new utility “sprite-sheet-to-x3d” was added to the engine. Using it, you can convert spritesheet information into ready-to-use X3D file. Many thanks go to Trung Le (kagamma) for contributing this!

The utility takes a spritesheet with a description (what frames and animations are present in the spritesheet) and converts it into an X3D file. The X3D animations can be played with our simple PlayAnimation method (and friends).

The supported input formats are:

  • Starling (.xml). Fully supported.
  • Cocos2D (.plist). Covered most of important stuff, rare features are not supported (yet!).

See pull request #39 for more details!

The utility is in the engine sources, in tools/sprite-sheet-to-x3d/ . It can be compiled just like any other engine example, e.g. by executing the shell script tools/sprite-sheet-to-x3d/ . Enjoy!:)

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