- Image layers: <imagelayer> renders with parallax + optional repeatx/repeaty tiling across the view; the image loads relative to the map file. Group layers flatten at build (children render in file order); layer offset/opacity/tint are queryable (Tiled.layer_kind / layer_offsetx / layer_offsety / layer_opacity / layer_tint), a group's tint applying recursively. - Orientation transforms: Tiled.cell_x / Tiled.cell_y compute a tile cell's screen position for orthogonal, isometric ((x-y)*tw/2, (x+y)*th/2), staggered, and hexagonal (rows step by (tileh+hexsidelength)/2, alternate rows shoved per staggerindex) — the tile draw now places cells through them. - Wang: exported Wang-set GIDs are ordinary GIDs and resolve through the standard GID resolver; the terrain-corner authoring concept is editor-side (design cut). Proven by library/tiled_p5.ludic (14 assertions) over the real isometric_grass_and_water.tmx (iso + Wang) and hexagonal-mini.tmx, plus a hand-authored image+group fixture. x test: 96 passed. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
18 lines
744 B
XML
18 lines
744 B
XML
<?xml version="1.0" encoding="UTF-8"?>
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<!-- Hand-authored P5 fixture: image + group layers (issue #73). CC0. -->
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<map version="1.10" tiledversion="1.10.2" orientation="orthogonal" renderorder="right-down" width="4" height="4" tilewidth="16" tileheight="16" infinite="0" nextlayerid="4" nextobjectid="1">
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<tileset firstgid="1" source="anim_tiles.tsx"/>
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<imagelayer id="1" name="bg" offsetx="8" offsety="4" repeatx="1">
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<image source="../kenney/tiny-dungeon/Tilemap/tilemap.png" width="203" height="186"/>
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</imagelayer>
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<group id="2" name="grp" offsetx="16" opacity="0.5" tintcolor="#ff0000">
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<layer id="3" name="inner" width="4" height="4">
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<data encoding="csv">
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2,0,0,0,
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0,0,0,0,
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0,0,0,0,
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0,0,0,0
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</data>
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</layer>
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</group>
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</map>
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