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Interactable objects (Map)
jjppof edited this page Jul 1, 2023
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These are the properties that can be set when creating an Interactable Object in Tiled. Interactable object properties set here will override those ones in database file.
-
key_name
[string]
: the interactable object key name. -
label
[string]
: a unique key name for this interactable object instance. -
storage_keys
[object]
: some interactable object properties can also be set by storage values. The properties specified on thisstorage_keys
property override the other ones.-
position
:[storage_key_name]
: thex
andy
position of this interactable object. -
base_collision_layer
:[storage_key_name]
: seebase_collision_layer
in this doc to see what this property does. -
enable
:[storage_key_name]
: seeenable
in this doc to see what this property does. -
animation
:[storage_key_name]
: seeanimation
in this doc to see what this property does. -
entangled_by_bush
:[storage_key_name]
: seeentangled_by_bush
in this doc to see what this property does.
-
-
x
[number]
: the tile x position. -
y
[number]
: the tile y position. -
anchor_x
[number]
: x anchor of the sprite. 0 is 0%, 1 is 100%, see. -
anchor_y
[number]
: y anchor of the sprite. 0 is 0%, 1 is 100%, see. -
scale_x
[number]
: x scale of the sprite. 0 is 0%, 1 is 100%, see. -
scale_y
[number]
: y scale of the sprite. 0 is 0%, 1 is 100%, see. -
dock_tile_position
[object]
: if set, this interactable object will forever dock its position. Only works with pushables.position
andbase_collision_layer
storage keys need to be set.-
x
[number]
: the tile x position to dock. -
y
[number]
: the tile y position to dock. -
collision_layer
[number]
: the collision layer to dock.
-
-
has_shadow
[boolean]
: whether this IO has a shadow or not. Default isfalse
. -
action
[string]
: initial action key name. Example:"pound_pillar"
. -
animation
[string]
: initial animation key name. Examples"rock_pound_pillar"
,"stone_pound_pillar"
,"ice_pillar"
... -
base_collision_layer
[number]
: the collision layer index where the object is. -
intermediate_collision_layer_shift
[number]
: this number will be added tobase_collision_layer
. Any related events that need an intermediate layer will use this property. -
collision_layer_shift
[number]
: this number will be added tobase_collision_layer
. Any related events that need an upper layer will use this property. -
block_climb_collision_layer_shift
[number]
: this number will be added tobase_collision_layer
. If this property is set, a collision block will be created in the resulting collision layer. -
allowed_tiles
[array]
: array of allowed tiles that the object can be positioned in:-
x
[number]
: the tile x position. -
y
[number]
: the tile y position.
-
-
not_allowed_tiles
[array]
: array of tiles where related events won't be created:-
x
[number]
: the tile x position. -
y
[number]
: the tile y position.
-
-
events_info
[object]
: some extra properties to be defined when describing the events that this object creates. These events are defined in the interactable objects database file by theevents
property. This database property is an array, so in order to identify which event an extra property that will be set here belongs, is necessary to specify the index of the event of theevent
array in database file. Example:"events_info": {"0": "collision_layer_shift": 2}}
, so the event of index0
will have thecollision_layer_shift
property set to2
.-
active
[bool]
: if it's initially active or not. -
x_shift
[number]
: the amount of x shift in tile size relative to the event position. -
y_shift
[number]
: the amount of y shift in tile size relative to the event position. -
top_event_y_shift
[number]
: property only for"climb"
type. The relative y position of the top side of the ladder. -
collision_tiles_relative_pos
[array]
: property only for"climb"
type. If necessary, create collision bodies around the stair. Positions are relative.dynamic
property needs to be set to true.-
x
[number]
: x tile position relative to origin position. -
y
[number]
: y tile position relative to origin position.
-
-
collision_layer_shift
[number]
: the event collision layer will be shifted by the amount passed by this property. -
intermediate_collision_layer_shift
[number]
: property only for"climb"
type. If there's a specific collision layer for climbing, use this property to specify the shift from the base collision layer. -
activation_directions
[array]
: property only for"rope"
type. The array of directions that this event can be activated. It can be"up"
,"down"
,"left"
and"right"
. -
walk_over_rope
[bool]
: property only for"rope"
type. If true, the hero will walk over the rope instead of climb. -
rope_collision_layer
[number]
: property only for"rope"
type. The rope specific collision layer. -
dock_exit_collision_layer
[number]
: property only for"rope"
type. The collision layer that the hero will be on exit of rope.
-
-
allow_jumping_over_it
[boolean]
: if true, a jump event won't be stopped if the jump target location has this interactable object. Default iffalse
. -
allow_jumping_through_it
[boolean]
: if true, a jump event won't be stopped if the location between the jump start and target locations has this interactable object. Default iffalse
. -
object_drop_tiles
[object]
: property only valid forpushable
interactable objects. This property is an object that defines the behavior of an interactable object drop when pushing it.-
x
[number]
: x tile position that the interactable object needs to be in order to fall. -
y
[number]
: y tile position that the interactable object needs to be in order to fall. -
destination_collision_layer
[number]
: the interactable object destination collision layer after fall. -
animation_duration
[number]
: the duration of the drop in ms. -
dest_y
[number]
: the y tile position the interactable object will be on fall end. -
dust_animation
[boolean]
: whether some dust will be shown when the interactable object touches the ground. -
water_animation
[boolean]
: whether this interactable object will fall in the water.
-
-
enable
[boolean]
: if true, this interactable object is enabled, it will be shown on the map and also be able to interact. Default istrue
. -
toggle_enable_events
[array]
: this property is an array of objects that will hold Game Events that will be activated on this interactable object enabling or disabling.-
on_enable
[boolean]
: if true, this event will be fired on this interactable object enable. -
event
[object]
: the Game Event description. See Game Event section to have more info.
-
-
entangled_by_bush
[boolean]
: if true, this interactable object will be entangled by a bush. -
after_push_events
[array]
: this property is an array of objects that will hold Game Events that will be activated when this interactable object is manually pushed, not by psynergy. Optional property. -
psynergies_info
[object]
: an object of psynergy keys that this Interactable Object interacts with and the associated settings of the specified psynergy.-
[ability key name]
[object]
: ability key name as the object key-
destination_collision_layer
[number]
: Property only valid for Lift field psynergy. The collision layer index that the target Interactable Object (probably Lift Rock) will be after it got lifted. Default if current index plus one. -
destination_y_pos
[number]
: Property only valid for Lift field psynergy. The y tile position that the target Interactable Object (probably Lift Rock) will be after it gets lifted. Default if current y tile position minus two. -
before_psynergy_cast_events
[array]
: list of Game Events objects that will be fired in sequence before the specified psynergy gets cast. See Game Event section to have more info. -
after_psynergy_cast_events
[array]
: list of Game Events objects that will be fired in sequence after the specified psynergy gets cast. See Game Event section to have more info.
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