![]() I could imagine that they are not using explicit collision layers, but instead determining collision in the actual engine, based off the presence of specific tile layer sprites. I especially need to know how they handled less rectangular shapes like: Furthermore, the tile layers containing the tiles for such cliffs have no properties at all, meaning that they didn't just specify "collision" for such tile layers. I've checked through all their layers, expecting an object layer to be handling cliff collision like:īut there are no such object layers to be found. I'm using BrowserQuest as a big source of inspiration for my project, and I want to know how they handled collision on the level editing side. Create a tiled layer, and make all tiles in the layer have a collision property, and interpret all tiles in the layer as collision objects. ![]() ![]() Create an object layer, and interpret the shapes in the engine as collision objects.From what I understand, with tiled, there are two main ways to specify collision: ![]()
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