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Merge pull request #81 from her001/tilemaps

Edit for clarity & other fixes in "Using tilemaps"
Rémi Verschelde 9 years ago
parent
commit
abaf900d58
1 changed files with 18 additions and 19 deletions
  1. 18 19
      tutorials/2d/using_tilemaps.rst

+ 18 - 19
tutorials/2d/using_tilemaps.rst

@@ -12,19 +12,19 @@ grid, as many times each as desired:
 
 
 .. image:: /img/tilemap.png
 .. image:: /img/tilemap.png
 
 
-Collision can also be added to the tiles, allowing for both 2D side
-scroller or top down games.
+Collisions can also be added to the tiles, allowing for both 2D side
+scrolling and top down games.
 
 
 Making a tileset
 Making a tileset
 ----------------
 ----------------
 
 
-To begin with, a tileset needs to be made. Here are some tiles for it.
+To begin, a tileset needs to be made. Here are some tiles for it.
 They are all in the same image because artists will often prefer this.
 They are all in the same image because artists will often prefer this.
-Having them as separate images also works too.
+Having them as separate images also works.
 
 
 .. image:: /img/tileset.png
 .. image:: /img/tileset.png
 
 
-Create a new project and throw the above png image inside.
+Create a new project and move the above png image into the directory.
 
 
 We will be creating a :ref:`TileSet <class_TileSet>`
 We will be creating a :ref:`TileSet <class_TileSet>`
 resource. While this resource exports properties, it's pretty difficult
 resource. While this resource exports properties, it's pretty difficult
@@ -39,13 +39,13 @@ the export tool!
 TileSet scene
 TileSet scene
 -------------
 -------------
 
 
-Create a new scene with a regular node or node2d as root. For each new a
-sprite will be added. Since tiles here are 50x50, enabling snap might be
+Create a new scene with a regular node or node2d as root. For each tile,
+add a sprite as a child. Since tiles here are 50x50, enabling snap might be
 a good idea.
 a good idea.
 
 
 If more than one tile is present in the source image, make sure to use
 If more than one tile is present in the source image, make sure to use
-the region property of the sprite to adjust which of the sprites is the
-source texture is being edited.
+the region property of the sprite to adjust which part of the texture is being
+used.
 
 
 Finally, make sure to name your sprite node correctly, this will ensure
 Finally, make sure to name your sprite node correctly, this will ensure
 that, in subsequent edits to the tileset (for example, if added
 that, in subsequent edits to the tileset (for example, if added
@@ -57,9 +57,9 @@ where everything of relevance is:
 
 
 .. image:: /img/tile_example.png
 .. image:: /img/tile_example.png
 
 
-Continue adding all the tiles, adjust the offsets if needed (if you use
-multiple tiles in a single image) unless there is a sprite per each
-tile. Again, as always, remember that their names must be unique.
+Continue adding all the tiles, adjusting the offsets if needed (if you have
+multiple tiles in a single source image). Again, remember that their names must
+be unique.
 
 
 .. image:: /img/tile_example2.png
 .. image:: /img/tile_example2.png
 
 
@@ -68,8 +68,8 @@ Collision
 
 
 To add collision to a tile, create a StaticBody2D child for each sprite.
 To add collision to a tile, create a StaticBody2D child for each sprite.
 This is a static collision node. Then, as a child of the StaticBody2D,
 This is a static collision node. Then, as a child of the StaticBody2D,
-create a CollisionShape2D or CollisionPolygon. The later is recommended
-because it's easier to edit:
+create a CollisionShape2D or CollisionPolygon. The latter is recommended
+because it is easier to edit:
 
 
 .. image:: /img/tile_example3.png
 .. image:: /img/tile_example3.png
 
 
@@ -82,8 +82,8 @@ respect to the parent sprite.
 
 
 .. image:: /img/tile_example4.png
 .. image:: /img/tile_example4.png
 
 
-Keep adding collisions to tiles untile we are done. Note that BG is just
-a BG so we don't care about it.
+Keep adding collisions to tiles until we are done. Note that BG is just
+a background, so it should not have a collision.
 
 
 .. image:: /img/tile_example5.png
 .. image:: /img/tile_example5.png
 
 
@@ -155,11 +155,10 @@ works. So, to avoid this situation, there are a few workarounds, try the
 ones that look better for you:
 ones that look better for you:
 
 
 -  Use a single image for each tile, this will remove all artifacts but
 -  Use a single image for each tile, this will remove all artifacts but
-   can be more cumbersome to implement, so first try the options below
-   first.
+   can be more cumbersome to implement, so try the options below first.
 -  Disable filtering for either the tileset texture or the entire image
 -  Disable filtering for either the tileset texture or the entire image
    loader (see the :ref:`doc_managing_image_files` asset pipeline tutorial).
    loader (see the :ref:`doc_managing_image_files` asset pipeline tutorial).
 -  Enable pixel snap (set: "Scene > Project Settings >
 -  Enable pixel snap (set: "Scene > Project Settings >
    Display/use_2d_pixel_snap" to true).
    Display/use_2d_pixel_snap" to true).
--  Viewport Scaling can often help shrinking the map (see the
+-  Viewport Scaling can often help with shrinking the map (see the
    :ref:`doc_viewports` tutorial).
    :ref:`doc_viewports` tutorial).