Sei sulla pagina 1di 3

# rules.

txt
# Copyright 2011, Stefan Beller <stefanbeller@googlemail.com>
#
# This file is part of the sewers example for automapping for Tiled.
#
# This program is free software; you can redistribute it and/or modify it
# under the terms of the GNU General Public License as published by the Free
# Software Foundation; either version 2 of the License, or (at your option)
# any later version.
#
# This program is distributed in the hope that it will be useful, but WITHOUT
# ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
# FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
# more details.
#
# You should have received a copy of the GNU General Public License along with
# this program. If not, see <http://www.gnu.org/licenses/>.

# lines starting with # or // are comments


# all other lines will be parsed and treated as filenames.
# Feel free to comment out certain rules, to see if and how they are working.
# So have fun experimenting with this bunch of rules :)
# First apply only one tile rules to fill the regions
#
# We mark the place, where rules are defined, with the RuleRegion layer.
# So whereever there are tiles at the ruleRegion layer, it will be used as a rul
e.
# In the RuleSet layer we can define, which combination of tiles must occur
# to trigger the specific rule.
# The layers Rule_Ground, Rule_Over and Rule_Over2 define the output of the rule
s.
#
# Which tiles should I use in the regions layer?
# Actually there can be any tiles, but it should be the same tiles for one rule.
# So use whatever you want, maybe a colorful tile so you can see easily that the
se
# tiles are used for defining the rule region.
#
# In the very first rulefile used for Automapping it might be useful to define
# some map properties:
# "DeleteTiles" = "true", "false" - This property determines if all tiles in the
# whole region where Automapping takes place
# are deleted.
# That is useful, when not all layers are cove
red
# at all places. (Check the Over and Over2 lay
er!)
# "AutoMappingRadius" = 0,1,2... - This property determines which regions are
# automatically remapped at live Automapping.
# When you draw directly into the map,
# not the whole map is remapped, but only a li
ttle
# place around. Here you can specify how many
# tiles at least should be remapped.
./rule_001.tmx
# Setup the right transition tiles at the border of light blue stone tiles
#
# Basically it is the same as the first rule, we are just using bigger rules.
# Whenever there is a light blue tile beside a grey tile, one of these rules
# will apply.
./rule_002.tmx

# Now put straight walls


#
# Note: Compare the regions and the set layer!
# Not at all places where a rule is defined, there is a tile in the input_set la
yer.
# This means that there can be any tiles except those used by the rule.
# So there are no black tiles allowed, when there are no tiles in the input_set
# layer.
./rule_003.tmx

# Now we add inner corners for walls


#
# (No new features introduced)
./rule_004.tmx

# Now we add the corners for walls


#
# (No new features introduced)
./rule_005.tmx

# Correct the error we got in the two previous rulefiles (overwrite it once more
)
#
# Here we can see the use of input_set and input_NotSet
# With the input_NotSet we can define which tiles must not be used at certain pl
aces
# Important sideeffect: the empty regions in ruleSet can be anything now, includ
ing
# black tiles as used here!
#
# So when you use both input_Set and input_NotSet, you need to specify exactly w
hat
# is allowed at which places.
./rule_006.tmx

# Setup the corner stones for light blue stone tiles


#
# Hey, there are multiple layers called input_NotSet!
# Yes, when you need to specify multiple allowed or disallowed tiles per
# position, you can use multiple layers of input_Set and input_NotSet
./rule_007.tmx

# Setup objects now


# The objects '1' will be placed. They will be placed based on the
# Over layer, which was created by previous rules.
# The placement of objects is done in south-east corners.
./rule_008.tmx

# Setup another object.


# This object is based on input from the Ground layer.
# It will put objects to borderstones which are near an end of that borderline.
#
./rule_009.tmx

Potrebbero piacerti anche