pixelPerUnit-float- (Default160.0) - height in pixels of viewport vertically (horizontally adjusting based on screen ratio)offset.x-float- (Default0) camera offset of left-bottom corner by horizontal axis in pixelsoffset.y-float- (Default0) camera offset of left-bottom corner by vertical axis in pixelsgravitiy-float- (Default-1.0) - acceleration pixels pers second each secondSystem.enable|disable-stringenable or disable one of subsystem- Config no working
jump- (enable by default) characters can jum - NOT IMPLEMENTED
slide - NOT IMPLEMENTED
wall-jump - NOT IMPLEMENTED
shoot - NOT IMPLEMENTED
smart-ai
- Config no working
- NOT IMPLEMENTED
cameraStatic / follow and other stuff - find way how to discribe it
#All Layers
scrollRatio-float- (Default1.0)scrollRatio.x- set relative scrolling speed to offset of screen horizontallyscrollRatio.y- set relative scrolling speed to offset of screen verticallyscrollRatio- set relative scrolling speed to offset of screen both dirrections
repeat-string- (Defaultrepeat)repeatrepeated both vertically and horizontallyrepeat-xrepeated only horizontallyrepeat-yrepeated only verticallyno-repeatnot repeated. The layer will only be shown once and repead last pixel (or tile) to fill empty space
- NOT IMPLEMENTED
position-string- (Defaultleft bottom)left top-left center-left bottom-right top-right center-right bottom-center top-center center-center bottom-
-
onKey[event.key]-string-Move.south|Move.west|Move.east|Move.north|Fire|Jumpor any other that supported by system -
ammo.(name).(id|tileset)-int:name-string- (default_) - any name to reference inFireactionid-int- (default0) - relative tile idtilset- (default0) -firstgidof tileset to which id is relative
-
NOT IMPLEMENTED
atomove.x-float- auto move by horizontal axis -
NOT IMPLEMENTED
atomove.y-float- auto move by vertical axis -
NOT IMPLEMENTED
cameraOffset-Vec2of%, float(px) -
NOT IMPLEMENTED
onHit.[ID].loadLevel-filename -
NOT IMPLEMENTED
onClick.[ID].loadLevel-filename
mass-float- (default1) -
NOT IMPLEMENTED
Can be be assigned only to Tile-Object, and tile will be used as anim.idle.E.id
anim.(name).(direction).(id|tileset) - Int - Animation atlas
-
namewalk- walk animationrun- run animation (if not definedwalkwill be used)stand|idle- no movement aninmation (default animation of tile)jump- jumping animationfall- animation on fallhit- got hit animationdie- got killed animation
Advanced
land- animation after landbefore_jump- animation that take place befor jump (also freezes action for animation time)slidedash- air dash animation / hight speed (more than run)climbing- sit on wallwall-jump- jump out of wall
... More be added
-
directionnorthorN- up (not used in platforme)north-eastorNEeastorE- rightsouth-eastorSEsouthorS- down (not used in platforme)south-westorSWwestorW- leftnorth-westorNW
-
id- TileID of animation -
tileset- tileset name - default - same as tile-object
Info for feature work: https://medium.com/@porteneuve/mastering-git-subtrees-943d29a798ec - use that for levels
http://blogs.love2d.org/content/let-it-glow-dynamically-adding-outlines-characters -- Glow / characters under building
https://www.redblobgames.com/articles/visibility/ -- LIGHTS!!!
LOT OF SHADERS:https://www.raywenderlich.com/2323-opengl-es-pixel-shaders-tutorial