Tilemaps can have two objects placed on it, 'p_foreground' and 'p_vanishing' whose placement form a virtual perspective plane, which causes sprites to scale as they move up and down the screen between them, creating the illusion of depth on the screen
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@@ -87,6 +87,12 @@ typedef struct {
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int numlayers;
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int orientation; // 0 = orthogonal, 1 = isometric
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int numtilesets;
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int p_foreground_y;
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int p_vanishing_y;
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int p_foreground_h;
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int p_vanishing_h;
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float p_scale;
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float p_rate;
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akgl_Tileset tilesets[AKGL_TILEMAP_MAX_TILESETS];
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akgl_TilemapLayer layers[AKGL_TILEMAP_MAX_LAYERS];
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} akgl_Tilemap;
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@@ -109,6 +115,6 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_load_layer_tile(akgl_Tilemap *de
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akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_load_layers(akgl_Tilemap *dest, json_t *root);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_load_tilesets_each(json_t *tileset, akgl_Tilemap *dest, int tsidx);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_load_tilesets(akgl_Tilemap *dest, json_t *root);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_scale_actor(akgl_Tilemap *map, akgl_Actor *actor);
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#endif //_TILEMAP_H_
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