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New atlas manual.
New tilemap manual.
New graphics overview manual.

Mikael Säker 7 éve
szülő
commit
80369ff39e
70 módosított fájl, 416 hozzáadás és 361 törlés
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+ 23 - 18
docs/en/en.json

@@ -191,10 +191,6 @@
                         "path": "/manuals/message-passing",
                         "name": "Message passing"
                     },
-                    {
-                        "path": "/manuals/resource",
-                        "name": "Resource management"
-                    },
                     {
                         "path": "/manuals/application-lifecycle",
                         "name": "Application lifecycle"
@@ -202,20 +198,25 @@
                 ]
             },
             {
-                "name": "RESOURCES & COMPONENTS",
+                "name": "ASSETS AND RESOURCES",
                 "items": [
                     {
-                        "path": "/manuals/2dgraphics",
-                        "name": "2D graphics"
+                        "path": "/manuals/animation",
+                        "name": "Animation"
                     },
                     {
-                        "path": "/manuals/3dgraphics",
-                        "name": "3D graphics"
+                        "path": "/manuals/graphics",
+                        "name": "Graphics"
                     },
                     {
-                        "path": "/manuals/animation",
-                        "name": "Animation"
-                    },
+                        "path": "/manuals/resource",
+                        "name": "Resource management"
+                    }
+                ]
+            },
+            {
+                "name": "COMPONENTS",
+                "items": [
                     {
                         "path": "/manuals/atlas",
                         "name": "Atlas"
@@ -230,7 +231,7 @@
                     },
                     {
                         "path": "/manuals/model",
-                        "name": "Model (3D)"
+                        "name": "Model"
                     },
                     {
                         "path": "/manuals/particlefx",
@@ -244,6 +245,10 @@
                         "path": "/manuals/sound",
                         "name": "Sound"
                     },
+                    {
+                        "path": "/manuals/tilemap",
+                        "name": "Tilemap"
+                    },
                     {
                         "path": "/manuals/font",
                         "name": "Font"
@@ -276,10 +281,6 @@
                         "path": "/manuals/collection-proxy",
                         "name": "Collection proxy"
                     },
-                    {
-                        "path": "/manuals/live-update",
-                        "name": "Live update"
-                    },
                     {
                         "path": "/manuals/camera",
                         "name": "Camera"
@@ -391,7 +392,11 @@
                     {
                         "path": "/manuals/instant-games",
                         "name": "Facebook Instant Games"
-                    }
+                    },
+                    {
+                        "path": "/manuals/live-update",
+                        "name": "Live update"
+                    }                    
                 ]
             },
             {

+ 2 - 107
docs/en/manuals/2dgraphics.md

@@ -1,114 +1,9 @@
 ---
 title: Defold 2D graphics manual
-brief: This manual outlines Defold's support for 2D graphical elements.
+brief: This manual is outdated
 ---
 
 # 2D Graphics
 
-Defold is a full 3D engine, but it is designed and built with strong support for 2D games. The editor is currently best suited for making 2D games. 
+This manual has been replaced by the [Graphics overview manual](/manuals/graphics).
 
-In Defold, there are two types of asset that represent such a larger image:
-
-![atlas](images/icons/atlas.png){.icon} Atlas
-: An atlas contains a list of separate images files, which are automatically combined into a larger image.
-
-![tile source](images/icons/tilesource.png){.icon} Tile Source
-: A tile source references an image file that is already containing sub-images ordered on a uniform grid. Another term commonly used for this type of compound image is _sprite sheet_.
-
-
-
-![sprite](images/icons/sprite.png){.icon}
-
-![tile map](images/icons/tilemap.png){.icon} Tilemap
-: A tilemap component
-
-![particle effect](images/icons/particlefx.png){.icon} Particle fx
-: 
-
-![gui](images/icons/gui.png){.icon}
-
-
-## Importing Image Files
-
-Defold needs all assets that should be in your project hierarchy. Therefore you should start by importing the image files you want to build your graphics from. To import image assets, simply drag the files from the file system on your computer and drop them in an appropriate place in the Defold editor _Project Explorer_.
-
-::: important
-Currently, Defold supports the PNG and JPEG image formats.
-:::
-
-![Importing image files](images/2dgraphics/import.png){srcset="images/2dgraphics/[email protected] 2x"}
-
-## Manipulating Game Objects and components
-
-When you add visual components (Sprites, ParticleFX, etc) to a game object, you are able to set the _position_ and _rotation_ of the component. These values are used as offsets against the position and rotation of the game object. What's more, the values are _set_ in the component when you assemble the game object.
-
-![Component position](images/2dgraphics/2dgraphics_component_position.png)
-
-Defold game objects can be moved, rotated, and have any of their properties animated. Components belonging to a manipulated game object undergo the same manipulations as the game object, but will keep their relative position and rotation as set in the game object. Components can be turned on and off, but it's not possible to animate, move, or rotate them dynamically (with an exception described below). Therefore, if you have graphics that you intend to alter you should put the graphics in separate game objects. A group of game objects or a game object hierarchy is conveniently assembled in a Collection. Then you can freely manipulate the objects through script:
-
-![Component position](images/2dgraphics/2dgraphics_gameobject_position.png)
-
-```lua
--- Animate the wand game object to specified position and rotation.
-go.animate("wand", "position", go.PLAYBACK_ONCE_FORWARD, vmath.vector3(530, 79, -0.1), go.EASING_INOUTSINE, 0.5)
-go.animate("wand", "euler", go.PLAYBACK_ONCE_FORWARD, vmath.vector3(0, 0, -70), go.EASING_INOUTSINE, 0.5)
-```
-
-
-## Blend modes
-
-The *Blend Mode* property defines how the sprite should be blended with the graphics behind it. These are the available blend modes and how they are calculated:
-
-Alpha
-: Normal blending: a~0~ * rgb~0~ + (1 - a~0~) * rgb~1~
-
-Add
-: Brighten the background with the color values of the corresponding sprite pixels: rgb~0~ + rgb~1~
-
-Add Alpha (deprecated!)
-: Brighten the background with the corresponding visible sprite pixels: a~0~ * rgb~0~ + rgb~1~
-
-Multiply
-: Darken the background with values of the the corresponding sprite pixels: rgb~0~ * rgb~1~
-
-## Shading
-
-The default sprite shading files are located under */builtins/material/sprite.\** in your project. The default shading performs a regular texture lookup, but also has a tint (a fragment shader constant) which is multiplied with the texture color.
-
-To obtain effects like flashing a sprite white when it is hit, you can implement custom shading. To set a custom shading for your sprites, follow these steps:
-
-- Copy the files under */builtins/material/sprite.\** into one of your project directories (you can't modify the content of the *builtins*-directory). This is not mandatory but makes the process easier.
-- Open the copied *sprite.material* file and remap the shader files (*.vp* and *.fp*) to your own copies.
-- Edit the *.vp* and *.fp* copies as you please. If you introduce shader constants, they must also be declared in the material file.
-- Open your sprite and specify your new material in the Properties.
-- To set a shader constant while the game is running, use the functions [`sprite.set_constant()`](/ref/sprite#sprite.set_constant) and [`sprite.reset_constant()`](/ref/sprite#sprite.reset_constant).
-
-## Texture Filtering and Sampling
-
-Defold supports two different ways to do texture sampling. The method governs the visual result in cases when a _texel_ (a pixel in a texture) is not perfectly aligned with a screen pixel. This happens when you move a Sprite containing the texture seamlessly (say 0.2 pixels in any direction), if your camera is moving seamlessly or if your camera zooms in or out:
-
-Nearest
-: The nearest texel will be picked to color the screen pixel. This sampling method should be chosen if you want a perfect one-to-one pixel mapping from your textures to what you see on screen. With nearest filtering everything will snap from pixel to pixel when moving which looks twitchy if the Sprite moves slowly.
-
-
-Linear
-: The texel will be averaged with its neighbors before coloring the screen pixel. This produces smooth appearances for slow, continuous motions as a Sprite will bleed into the pixels before fully coloring them--thus it is possible to move a Sprite less than a whole pixel.
-
-
-The setting for which filtering to use is stored in the [Project Settings](/manuals/project-settings) file. There are two settings:
-
-default_texture_min_filter
-: Minifying filtering applies whenever the texel is smaller than the screen pixel.
-
-default_texture_mag_filter
-: Magnifying filtering applies whenever the texel is larger than the screen pixel.
-
-Both settings accept the values `linear` or `nearest`. For example:
-
-```ini
-[graphics]
-default_texture_min_filter = nearest
-default_texture_mag_filter = nearest
-```
-
-If you don’t specify anything, both are set to `linear` by default.

+ 2 - 49
docs/en/manuals/3dgraphics.md

@@ -1,55 +1,8 @@
 ---
 title: Defold 3D graphics manual
-brief: This manual outlines the 3D support in Defold.
+brief: This manual is outdated
 ---
 
 # 3D graphics
 
-Defold is at its core a 3D engine. Even when you work with 2D material only all rendering is done in 3D, but orthographically projected onto the screen.
-
-Defold allows you to utilize full 3D content by including 3D assets, or _Models_ into your collections. You can build games in strictly 3D with only 3D assets, or you can mix 3D and 2D content as you wish.
-
-## Defold resources
-
-*Model*
-: The model component contains the object mesh, its skeleton and animations. Like all visual components it also has a material tied to it.
-
-*Animation Set*
-: The animation set file contains a list of *.dae* files from where to read animations. You can also add other *.animationset* files to an animation set, which is handy if you share partial sets of animations between several models.
-
-
-The [Model documentation](/manuals/model) explains how to import 3D assets and create models.
-
-The [Animation documentation](/manuals/animation) explains how to animate 3D models.
-
-## Collada support
-
-Defold's 3D support requires you to save or export model, skeleton and animation data in the _Collada_ format. This is a widely adopted format that most 3D modelling software supports. So you should be able to create assets in in _Maya_, _3D Max_, _Blender_, _Sketchup_ or any other popular software and then bring the results into Defold.
-
-::: important
-Defold currently supports only baked animations. Animations need to have matrices for each animated bone each keyframe, and not position, rotation and scale as separate keys.
-
-Animations are also linearly interpolated. If you do more advanced curve interpolation the animations needs to be prebaked from the exporter.
-
-Animation clips in Collada are not supported. To use multiple animations per model, export them into separate *.dae* files and gather the files into an *.animationset* file in Defold.
-:::
-
-## Materials, shaders and textures
-
-3D software commonly allows you to set properties on your object vertices, like coloring and texturing. This information goes into the Collada *.dae* file that you export from your 3D software. Depending on the requirements of your game you will have to select and/or create appropriate and _performant_ materials for your objects. A material combines _shader programs_ with a set of parameters for rendering of the object.
-
-You will also need to design and implement a game camera that works with your intended gameplay.
-
-Your Defold project has some built-in materials that are used to render sprites, tiles, particles and GUI nodes. For 3D models, there is no suitable built-in material so we have to create one. For the example book model there is a "textured.material" resource ready-made.
-
-Read the [Material documentation](/manuals/material) for information on how materials work and how you can create materials that work with textured 3D models.
-
-The [Shader manual](/manuals/shader) contains information on how shader programs work.
-
-## Rendering
-
-The last thing to do to get the model into the game is to alter the *Render Script* for the project. The default render script is tailor made for 2D games and does not work with 3D models. But by copying the default render script and adding a handful of lines of Lua code we can make sure that our book is rendered as expected. For the example the render script is already set up.
-
-Read the [Render documentation](/manuals/render) for details on how render scripts work.
-
-
+This manual has been replaced by the [Graphics overview manual](/manuals/graphics).

+ 54 - 187
docs/en/manuals/atlas.md

@@ -11,221 +11,88 @@ In Defold, an atlas resource is a list of separate images files, which are autom
 
 ## Creating an Atlas
 
-You need to populate an atlas with images before you can use it as a graphics source for object components like Sprites and ParticleFX components.
+Select <kbd>New ▸ Atlas</kbd> from the context menu in the Project Explorer. Name the new atlas file. The editor will now open the file in the atlas editor. The atlas properties are shown in the 
+*Properties* pane so you can edit them (see below for details).
 
-1. Make sure that you have added your images to the project (drag and drop image files to the right location in the *Assets* browser)
-2. Select <kbd>New ▸ Atlas</kbd> from the context menu in the Project Explorer.
-3. When the new file opens in the atlas editor, <kbd>right click</kbd> the root Atlas entry in the *Outline* pane.
-4. Select <kbd>Add Images</kbd> from the pop up context menu.
+You need to populate an atlas with images or animations before you can use it as a graphics source for object components like Sprites and ParticleFX components.
 
-A dialog opens from which you can find and select the images you want to add to the Atlas. Note that you can filter the image files and select multiple files at once.
+Make sure that you have added your images to the project (drag and drop image files to the right location in the *Assets* browser)
 
-![Creating an atlas, adding images](images/atlas/add.png){srcset="images/atlas/[email protected] 2x"}
+Adding single images
+: <kbd>Right click</kbd> the root Atlas entry in the *Outline* pane.
+  
+  Select <kbd>Add Images</kbd> from the pop up context menu to add single images.
 
-![Creating an atlas](images/2dgraphics/2dgraphics_atlas.png)
+  A dialog opens from which you can find and select the images you want to add to the Atlas. Note that you can filter the image files and select multiple files at once.
 
-## Defining flip-book animations
+  ![Creating an atlas, adding images](images/atlas/add.png){srcset="images/atlas/[email protected] 2x"}
 
-You can define flip-book animations of selected sub-images in an atlas:
+  The added images are listed in the *Outline* and the full atlas can be seen in the center editor view. You may need to press <kbd>F</kbd> (<kbd>View ▸ Frame Selection</kbd> from the menu) to reframe the selection.
 
-- Select <kbd>Add Animation Group</kbd> from the context menu in the Outline.
-- Select <kbd>Add Images</kbd> from the context menu of the created animation group and choose the images that you want as frames of the animation.
-- Adjust the *Properties* for the animation as needed.
+  ![Images added](images/atlas/single_images.png){srcset="images/atlas/[email protected] 2x"}
 
-You can reorder the images in the Outline by dragging them, if needed. You can also easily create duplicates by copying and pasting (From the <kbd>Edit</kbd> menu, the right click context menu or keyboard shortcuts) images in the outline. Select an animation and press <kbd>Space</kbd> on your keyboard to preview the animation.
+Adding flip-book animations
+: <kbd>Right click</kbd> the root Atlas entry in the *Outline* pane.
 
-## Creating a Tile Source
+  Select <kbd>Add Animation Group</kbd> from the pop up context menu to create a flip book animation group.
 
-To create a Tile Source you need an image containing all the tiles. All tiles must have the exact same dimensions and be placed in a grid. Defold supports _spacing_ between the tiles and _padding_ around each tile. Defold can also automatically _extrude borders_ which is sometimes neccessary to avoid visual artifacts.
+  A new, empty, animation group with a default name ("New Animation") is added to the atlas.
 
-Once you have the source image created, you can create a Tile Source:
+  <kbd>Right click</kbd> then new group and select <kbd>Add Images</kbd> from the context menu.
 
-- Import the image to your project by dragging it into the Project Explorer.
-- Create a new Tile Source file.
-- Click the browse-button next to the *Image* property and select your image. Now you should see the image displayed in the editor.
-- Adjust the *Tile Height*, *Tile Width*, *Tile Margin* and *Tile Spacing* to match the source image. When everything is correctly set you should see the tiles line up perfectly inside each cell of the transparent grid.
+  A dialog opens from which you can find and select the images you want to add to the animation group.
+  
+  ![Creating an atlas, adding images](images/atlas/add_animation.png){srcset="images/atlas/[email protected] 2x"}
 
-![Creating a Tile Source](images/2dgraphics/2dgraphics_tilesource.png)
+  Press <kbd>Space</kbd> with the animation group selected to preview it. Adjust the *Properties* for the animation as needed (see below).
 
-::: sidenote
-If you use linear filtering (see below) and a Tile Source where each tile lies immediately next to each other (i.e. has no borders), there is a risk that you will experience a visual artifact called edge bleeding: if a neighboring tile has colored pixels on its edge, their color might bleed over at the edges. The easiest way to fix this problem is to set the *Extrude Border* property (which can be found on Atlases and Tile Sources). The value specifies how many times the edge pixels should be automatically replicated in the final texture used in when the game is run.
+  ![Animation group](images/atlas/animation_group.png){srcset="images/atlas/[email protected] 2x"}
 
-A good measure is to specify a number that corresponds to how much you scale the textures when viewed in game. If you display the game world at half scale (you can see 2 times as much) then set *Extrude Borders* to 2. When the texture is used scaled down to half the size, a _mipmap_ is used for rendering. That mipmap is half the width and height of the original image.
-:::
+You can reorder the images in the Outline by selecting them and pressing <kbd>Alt + Up/down</kbd>. You can also easily create duplicates by copying and pasting images in the outline (From the <kbd>Edit</kbd> menu, the right click context menu or keyboard shortcuts).
 
-## Tile Source collision shapes
+## Atlas properties
 
-Collision shapes that enable physics interaction with Tile Maps can be automatically generated. Defold uses the alpha channel from the image specified in the *Collision* property to generate a _convex_ shape for each tile. Often it is sensible to use the same image for collision as the one containing the actual graphics, but you are free to specify a separate image if you want collision shapes that differ from the visuals. When you specify a collision image, the preview is updated with an outline on each tile indicating the generated collision shapes. See the [Physics documentation](/manuals/physics) for more details.
+Each atlas resource has a set of properties. These are shown in the *Properties* pane when you select the root item in the *Outline* view.
 
-![Collision Shapes](images/2dgraphics/2dgraphics_tilesource_collision.png)
+Size
+: Shows the computed total size of the resulting texture resource. The width and height are set to the closest power of two. Note that if you enable texture compression, some formats require square textures. Non square textures will then be resized and filled with empty space to make the texture square. See the [Texture profiles manual](/manuals/texture-profiles/) for details.
 
-## Tile Source flip-book animations
+Margin
+: The number of pixels that should be added between each image.
 
-To define an animation in a Tile Source each frame must correspond to one tile (be on a grid of a certain width and height). Each frame tile must lie next to each other in a sequence left to right. The sequence can wrap from one row to the next. All newly created Tile Sources have a default animation named "anim". Selecting it displays the animation *Properties* that allow you to set a descriptive name, start and end frame, playback method, playback speed, and whether the animation should be visually flipped horizontally or vertically.
+Inner Padding
+: The number of empty pixels that should be padded around each image.
 
-![Tile Source add animation](images/2dgraphics/2dgraphics_tilesource_animation.png)
+Extrude Borders
+: The number of edge pixels that should be repeatedly padded around each image. When the fragment shader samples pixels at the edge of an image, pixels of a neighbor image (on the same atlas texture) may bleed over. Extruding the border solves this problem.
 
-You can easily add more animations to the Tile Source by selecting <kbd>Add Animation</kbd> in the context menu that can be accessed by right clicking the root *Tile Source* in the Outline view.
+Here are examples of the different property settings with four square images of size 64x64 added to an atlas. Notice how the atlas jumps to 256x256 as soon as the images won't fit 128x128, resulting in much wasted texture space.
 
-![Tile Source animation](images/2dgraphics/2dgraphics_tilesource_add_animation.png)
+![Atlas properties](images/atlas/atlas_properties.png){srcset="images/atlas/[email protected] 2x"}
 
-## Manipulating Game Objects and components
+## Animation properties
 
-When you add visual components (Sprites, ParticleFX, etc) to a game object, you are able to set the _position_ and _rotation_ of the component. These values are used as offsets against the position and rotation of the game object. What's more, the values are _set_ in the component when you assemble the game object.
+In addition to the list of images that are part of an animation group, a set of properties are available:
 
-![Component position](images/2dgraphics/2dgraphics_component_position.png)
+Id
+: The name of the animation.
 
-Defold game objects can be moved, rotated, and have any of their properties animated. Components belonging to a manipulated game object undergo the same manipulations as the game object, but will keep their relative position and rotation as set in the game object. Components can be turned on and off, but it's not possible to animate, move, or rotate them dynamically (with an exception described below). Therefore, if you have graphics that you intend to alter you should put the graphics in separate game objects. A group of game objects or a game object hierarchy is conveniently assembled in a Collection. Then you can freely manipulate the objects through script:
+Fps
+: The playback speed of the animation, expressed in frames per second (FPS).
 
-![Component position](images/2dgraphics/2dgraphics_gameobject_position.png)
+Flip horizontal
+: Flips the animation horizontally.
 
-```lua
--- Animate the wand game object to specified position and rotation.
-go.animate("wand", "position", go.PLAYBACK_ONCE_FORWARD, vmath.vector3(530, 79, -0.1), go.EASING_INOUTSINE, 0.5)
-go.animate("wand", "euler", go.PLAYBACK_ONCE_FORWARD, vmath.vector3(0, 0, -70), go.EASING_INOUTSINE, 0.5)
-```
+Flip vertical
+: Flips the animation vertically.
 
-## Dynamically scaling Sprites
+Playback
+: Specifies how the animation should play:
 
-It is actually possible to dynamically alter the scale of Sprite components in a non-uniform way. This is a special feature that may feel odd when you try to construct a mental model for how game objects and components are related to each other and how to work with them.
-
-Sprites have a property `scale` which is of type `vmath.vector3`. You can animate the components separately:
-
-```lua
-go.animate("my_object#sprite", "scale.x", go.PLAYBACK_ONCE_FORWARD, 1.5, go.EASING_INOUTSINE, 2)
-```
-
-## Sprites
-
-Sprite components are used to add graphics and flip-book animations to game objects. They are typically used to create characters and props. Creating a Sprite component is very straightforward:
-
-- Create (or open) the game object the Sprite should belong to.
-- From the Game Object context menu in the Outline, select <kbd>Add Component</kbd>.
-- Choose *Sprite*.
-- Specify in the Sprite's *Image* property which Tile Source or Atlas the Sprite should use.
-- Specify in the Sprite's *Default Animation* property which animation it should play by default.
-
-The default animation is played when the game object is created in the running game. Note that if you use an Atlas as the image resource you will see still images as well as animations in the *Default Animation* drop down menu. If you want to create a Sprite with a still image out of a Tile Source, you can create a 1 frame animation and set its *Playback* property to "None".
-
-## Collision Shapes
-
-Sprites do not yet support Collision Shapes generated in Tile Sources. Instead, you add Collision Objects with Collision Shapes like you would for any game object. See the [Physics documentation](/manuals/physics) for details.
-
-## Blend Mode
-
-The *Blend Mode* property defines how the sprite should be blended with the graphics behind it. These are the available blend modes and how they are calculated:
-
-Alpha
-: Normal blending: a~0~ * rgb~0~ + (1 - a~0~) * rgb~1~
-
-Add
-: Brighten the background with the color values of the corresponding sprite pixels: rgb~0~ + rgb~1~
-
-Add Alpha (deprecated!)
-: Brighten the background with the corresponding visible sprite pixels: a~0~ * rgb~0~ + rgb~1~
-
-Multiply
-: Darken the background with values of the the corresponding sprite pixels: rgb~0~ * rgb~1~
-
-## Sprite Shading
-
-The default sprite shading files are located under */builtins/material/sprite.\** in your project. The default shading performs a regular texture lookup, but also has a tint (a fragment shader constant) which is multiplied with the texture color.
-
-To obtain effects like flashing a sprite white when it is hit, you can implement custom shading. To set a custom shading for your sprites, follow these steps:
-
-- Copy the files under */builtins/material/sprite.\** into one of your project directories (you can't modify the content of the *builtins*-directory). This is not mandatory but makes the process easier.
-- Open the copied *sprite.material* file and remap the shader files (*.vp* and *.fp*) to your own copies.
-- Edit the *.vp* and *.fp* copies as you please. If you introduce shader constants, they must also be declared in the material file.
-- Open your sprite and specify your new material in the Properties.
-- To set a shader constant while the game is running, use the functions [`sprite.set_constant()`](/ref/sprite#sprite.set_constant) and [`sprite.reset_constant()`](/ref/sprite#sprite.reset_constant).
-
-## Tile Maps
-
-A Tile Map is a component that allows you to assemble, or _paint_, tiles from a Tile Source onto a large grid area. Tile Maps are commonly used to build game level environments. You can also use the Collision Shapes from the Tile Source in your maps for collision detection and physics simulation.
-
-## Painting Tiles
-
-- Open the Tile Map you want to work in.
-- Make sure that there are no flagged issues in the *Property* or *Outline* view.
-- Select or create a Layer to paint on in the *Outline* view.
-- Select a tile to use as brush (press <kbd>Space</kbd> to show the tile palette)
-
-![Painting tiles](images/2dgraphics/2dgraphics_tilemap.png)
-
-## Picking Tiles
-
-You can also pick tiles directly from the Tile Map to use as a brush. Hold <kbd>Shift</kbd> and click a tile to pick it up as the current brush. While holding <kbd>Shift</kbd> you can also click and drag to select a block of tiles to use as a larger brush.
-
-![Picking tiles](images/2dgraphics/2dgraphics_tiles_pick.png)
-
-## Erasing Tiles
-
-The Eraser tool is used to erase painted tiles. To select the Eraser, you can either:
-
-- Select it from the <kbd>Tile Map</kbd> menu.
-- Press <kbd>Backspace</kbd>.
-- Click the active tile again in the tiles palette.
-- Pick any empty cell on the Tile Map.
-
-## Attaching Physics
-
-You can attach physics to the Tile Map to do collision detection or physics simulations involving tiles. To attach physics to a Tile Map, see the [Physics documentation](/manuals/physics) for details.
-
-## Changing tiles from script
-
-You can change the content of a Tile Map dynamically while your game is running. To do so, call the [`tilemap.set_tile()`](/ref/tilemap/#tilemap.set_tile) function:
-
-```lua
--- Replace the two door-tiles with "open door" tiles.
--- The door is two tiles, one on top of the other.
-local x = 3
-local y = 4
--- Lower part of door
-tilemap.set_tile("/level#tilemap", "layer1", x, y, 58)
--- Upper part of door
-tilemap.set_tile("/level#tilemap", "layer1", x, y+1, 46)
-```
-
-## Adding a Tile Map to your game
-
-To add a Tile map to your game:
-
-1. Create a game object to hold the Tile Map component. The game object can be in a file or created directly in a collection
-2. Right-click the root of the game object and select <kbd>Add component from file</kbd>
-3. Select the Tile Map file
-
-The game object now contains the Tile Map and you can place or spawn the game object wherever you want it.
-
-![Placed tile map](images/2dgraphics/2dgraphics_tilemap_go.png)
-
-## Texture Filtering and Sampling
-
-Defold supports two different ways to do texture sampling. The method governs the visual result in cases when a _texel_ (a pixel in a texture) is not perfectly aligned with a screen pixel. This happens when you move a Sprite containing the texture seamlessly (say 0.2 pixels in any direction), if your camera is moving seamlessly or if your camera zooms in or out:
-
-Nearest
-: The nearest texel will be picked to color the screen pixel. This sampling method should be chosen if you want a perfect one-to-one pixel mapping from your textures to what you see on screen. With nearest filtering everything will snap from pixel to pixel when moving which looks twitchy if the Sprite moves slowly.
-
-
-Linear
-: The texel will be averaged with its neighbors before coloring the screen pixel. This produces smooth appearances for slow, continuous motions as a Sprite will bleed into the pixels before fully coloring them--thus it is possible to move a Sprite less than a whole pixel.
-
-
-The setting for which filtering to use is stored in the [Project Settings](/manuals/project-settings) file. There are two settings:
-
-default_texture_min_filter
-: Minifying filtering applies whenever the texel is smaller than the screen pixel.
-
-default_texture_mag_filter
-: Magnifying filtering applies whenever the texel is larger than the screen pixel.
-
-Both settings accept the values `linear` or `nearest`. For example:
-
-```ini
-[graphics]
-default_texture_min_filter = nearest
-default_texture_mag_filter = nearest
-```
-
-If you don’t specify anything, both are set to `linear` by default.
-
-(Some of the graphic assets used are made by Kenney: http://kenney.nl/assets)
+  - `None` does not play back at all, the first image is displayed.
+  - `Once Forward` plays the animation one time from the first to the last image.
+  - `Once Backward` plays the animation one time from the last to the first image.
+  - `Once Ping Pong` plays the animation one time from the first to the last image and then back to the first image.
+  - `Loop Forward` plays the animation repeatedly from the first to the last image.
+  - `Loop Backward` plays the animation repeatedly from the last to the first image.
+  - `Loop Ping Pong` plays the animation repeatedly from the first to the last image and then back to the first image.

+ 179 - 0
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@@ -0,0 +1,179 @@
+---
+title: Defold graphics manual
+brief: This manual outlines Defold's support for graphical elements.
+---
+
+# Graphics
+
+Defold is a full 3D engine, but it is designed and built with strong support for 2D games. The editor is currently best suited for making 2D games. 
+
+## Importing Image Files
+
+Defold needs all assets that should be in your project hierarchy. Therefore you need to import all graphics asset files that you need for your graphics. To import an assets, simply drag the files from the file system on your computer and drop them in an appropriate place in the Defold editor _Project Explorer_.
+
+![Importing image files](images/graphics/import.png){srcset="images/graphics/[email protected] 2x"}
+
+Defold supports images in the PNG and JPEG image formats. For models, Defold uses the Collada DAE format.
+
+## Image resources
+
+In Defold, there are two types of resource that are used as an image source for visual components:
+
+![atlas](images/icons/atlas.png){.icon} Atlas
+: An atlas contains a list of separate images files, which are automatically combined into a larger texture image. Atlases can contain still images and *Animation Groups*, sets of images that together form a flipbook animation.
+
+  ![atlas](images/graphics/atlas.png){srcset="images/graphics/[email protected] 2x"}
+
+![tile source](images/icons/tilesource.png){.icon} Tile Source
+: A tile source references an image file that is already made out to consist of smaller sub-images ordered on a uniform grid. Another term commonly used for this type of compound image is _sprite sheet_. Tile sources can contain flipbook animations, defined by the first and last tile for the animation. It is also possible to use an image to automatically attach collision shapes to tiles.
+
+  ![tile source](images/graphics/tilesource.png){srcset="images/graphics/[email protected] 2x"}
+
+## Visual components
+
+There are several component types that get their image data from atlas or tile source image resources:
+
+![sprite](images/icons/sprite.png){.icon}
+: A sprite is a simple image or flipbook animation that is displayed on screen.
+
+  ![sprite](images/graphics/sprite.png){srcset="images/graphics/[email protected] 2x"}
+
+
+![tile map](images/icons/tilemap.png){.icon} Tile map
+: A tilemap component pieces together a map from tiles (image and collision shapes) that come from a tile source. Tile maps cannot use atlas sources.
+
+  ![tilemap](images/graphics/tilemap.png){srcset="images/graphics/[email protected] 2x"}
+
+
+![particle effect](images/icons/particlefx.png){.icon} Particle fx
+: Particles that are spawned from a particle emitter consist of a still image or a flipbook animation from an atlas or tile source. 
+
+  ![particles](images/graphics/particles.png){srcset="images/graphics/[email protected] 2x"}
+
+
+![gui](images/icons/gui.png){.icon} GUI
+: GUI box nodes and pie nodes can use still images and flip book animations from atlases and tile sources.
+
+  ![gui](images/graphics/gui.png){srcset="images/graphics/[email protected] 2x"}
+
+![spine](images/icons/spine-model.png){.icon} Spine model
+: Spine models gets their data from Spine scene resources. Those contain two pieces of data:
+
+  1. A Spine Json file that describes the bone animations.
+  2. An atlas that contain the images that are attached to the bones. Spine models cannot use data from tile maps.
+
+  ![spine](images/graphics/spine.png){srcset="images/graphics/[email protected] 2x"}
+
+
+
+## 3D graphics
+
+Models get its image data directly from an image file that is mapped onto the model according to the model's UV map:
+
+![model](images/icons/model.png){.icon} Model
+: 3D models 
+
+  ![model](images/graphics/model.png){srcset="images/graphics/[email protected] 2x"}
+
+Collada support
+: Defold's 3D support requires you to save or export model, skeleton and animation data in the _Collada_ format. This is a widely adopted format that most 3D modelling software supports. So you should be able to create assets in in _Maya_, _3D Max_, _Blender_, _Sketchup_ or any other popular software and then bring the results into Defold.
+
+  Defold currently only supports baked animations. Animations need to have matrices for each animated bone each keyframe, and not position, rotation and scale as separate keys.
+
+  Animations are also linearly interpolated. If you do more advanced curve interpolation the animations needs to be prebaked from the exporter.
+
+  Animation clips in Collada are not supported. To use multiple animations per model, export them into separate *.dae* files and gather the files into an *.animationset* file in Defold.
+
+Materials, shaders and textures
+: 3D software commonly allows you to set properties on your object vertices, like coloring and texturing. This information goes into the Collada *.dae* file that you export from your 3D software. Depending on the requirements of your game you will have to select and/or create appropriate and _performant_ materials for your objects. A material combines _shader programs_ with a set of parameters for rendering of the object.
+
+  You will also need to design and implement a game camera that works with your intended gameplay.
+
+  There is a simple 3D model material available in the built-in materials folder. If you need to create custom materials for your models, see the [Material documentation](/manuals/material) for information. The [Shader manual](/manuals/shader) contains information on how shader programs work.
+
+Rendering models
+: The default render script is tailor made for 2D games and does not work with 3D models. But by copying the default render script and adding a handful of lines of code to the render script you can enable rendering of your models. For instance:
+
+  ```lua
+
+  function init(self)
+    self.model_pred = render.predicate({"model"})
+    ...
+  end
+
+  function update()
+    ...
+    render.set_depth_mask(true)
+    render.enable_state(render.STATE_DEPTH_TEST)
+    render.set_projection(stretch_projection(-1000, 1000))  -- orthographic
+    render.draw(self.model_pred)
+    render.set_depth_mask(false)
+    ...
+  end
+  ```
+
+  See the [Render documentation](/manuals/render) for details on how render scripts work.
+
+
+## Z order
+
+All game objects and components are positioned in 3D space with positions expressed as vector3 objects. When you view your game's graphics content in 2D, the X and Y value determine the position of an object along the "width" and "height" axis, and the Z position determines the position along the "depth" axis. The Z position allows you to control the visibility of overlapping objects: a sprite with a Z value of 1 will appear in front of a sprite at Z position 0. By default, Defold uses a coordinate system allowing Z values between -1 and 1:
+
+![model](images/graphics/z-order.png){srcset="images/graphics/[email protected] 2x"}
+
+The numerical precision on the Z values with a near and far limit of -1 and 1 is very high. When working with 3D assets, you may need to change the near and far limits of the default projection in a custom render script. See the [Render manual](/manuals/render/) for more information.
+
+## Blend modes
+
+The *Blend Mode* property defines how the sprite should be blended with the graphics behind it. These are the available blend modes and how they are calculated:
+
+Alpha
+: Normal blending: a~0~ * rgb~0~ + (1 - a~0~) * rgb~1~
+
+Add
+: Brighten the background with the color values of the corresponding sprite pixels: rgb~0~ + rgb~1~
+
+Add Alpha (deprecated!)
+: Brighten the background with the corresponding visible sprite pixels: a~0~ * rgb~0~ + rgb~1~
+
+Multiply
+: Darken the background with values of the the corresponding sprite pixels: rgb~0~ * rgb~1~
+
+
+## Texture filtering and sampling
+
+You can control the filtering that is done during texture sampling. The filter method governs the visual result in cases when a _texel_ (a pixel in a texture) is not perfectly aligned with a screen pixel. This happens when you move a graphical element that contains the texture less than a pixel. The following filter methods are available:
+
+Nearest
+: The nearest texel will be picked to color the screen pixel. This sampling method should be chosen if you want a perfect one-to-one pixel mapping from your textures to what you see on screen. With nearest filtering everything will snap from pixel to pixel when moving. This may  look twitchy if the Sprite moves slowly.
+
+Linear
+: The texel will be averaged with its neighbors before coloring the screen pixel. This produces smooth appearances for slow, continuous motions as a Sprite will bleed into the pixels before fully coloring them--thus it is possible to move a Sprite less than a whole pixel.
+
+The setting for which filtering to use is stored in the [Project Settings](/manuals/project-settings) file. There are two settings:
+
+default_texture_min_filter
+: Minifying filtering applies whenever the texel is smaller than the screen pixel.
+
+default_texture_mag_filter
+: Magnifying filtering applies whenever the texel is larger than the screen pixel.
+
+Both settings accept the values `linear` or `nearest`. For example:
+
+```ini
+[graphics]
+default_texture_min_filter = nearest
+default_texture_mag_filter = nearest
+```
+
+If you don’t specify anything, both are set to `linear` by default.
+
+Note that the setting in "game.project" is used by in the default samplers. If you specify samplers in a custom material, you can set the filter method on each sampler specifically. See the [Materials manual](/manuals/material/) for details.
+
+## Materials and shaders
+
+The default material and shader files are located under "/builtins/materials/" in your project. The default shaders for sprites, tiles, spine models and models performs a texture lookup through a sampler with filtering set according to the settings in "game.project". The fragment shader also uses a fragment shader constant called `tint` that is multiplied with the texture color.
+
+You can set the `tint` and other shader constant while the game is running with the functions [`sprite.set_constant()`](/ref/sprite#sprite.set_constant) and [`sprite.reset_constant()`](/ref/sprite#sprite.reset_constant). Similar functions exist for other component types than sprites.
+
+The [Materials manual](/manuals/material/) explains how to create custom materials.

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+---
+title: Defold tile map manual
+brief: This manual details Defold's support for tile maps.
+---
+
+# Tile map
+
+A *Tile Map* is a component that allows you to assemble, or paint, tiles from a *Tile Source* onto a large grid area. Tile maps are commonly used to build game level environments. You can also use the *Collision Shapes* from the tile source in your maps for collision detection and physics simulation.
+
+Before you can make a tile map you need to create a tile source.
+
+## Creating a tile source
+
+You need an image containing all the tiles. Each tile must have the exact same dimensions and be placed in a grid. Defold supports _spacing_ between the tiles and a _margin_ around each tile.
+
+![tile image](images/tilemap/small_map.png){srcset="images/tilemap/[email protected] 2x"}
+
+Once you have the source image created, you can create a Tile Source:
+
+- Import the image to your project by dragging it into a project location in the *Assets* browser.
+- Create a new tile source file (<kbd>right click</kbd> a location in the *Assets* browser, then select <kbd>New... ▸ Tile Source</kbd>).
+- Name the new file.
+- The file now opens in the tile source editor.
+- Click the browse-button next to the *Image* property and select your image. Now you should see the image displayed in the editor.
+- Adjust the *Properties* to match the source image. When everything is correct the tiles will line up perfectly.
+
+![Creating a Tile Source](images/tilemap/tilesource.png){srcset="images/tilemap/[email protected] 2x"}
+
+Size
+: The size of the source image.
+
+Tile Width
+: The width of each tile.
+
+Tile Height
+: The height of each tile.
+
+Tile Margin
+: The number of pixels surrounding each tile (orange in the image above).
+
+Tile Spacing
+: The number of pixels between each tile (blue in the image above).
+
+Inner Padding
+: Specifies how many empty pixels should be automatically added around the tile in the resulting texture used when the game is run.
+
+Extrude Border
+: Specifies how many times the edge pixels should be automatically replicated around the tile in the resulting texture used when the game is run.
+
+Collision
+: Specifies the image to use to automatically generate collision shapes for tiles.
+
+## Tile source flip-book animations
+
+To define an animation in a tile source the animation frame tiles must lie next to each other in a sequence left to right. The sequence can wrap from one row to the next. All newly created tile sources have a default animation named "anim". You can add new animations by <kbd>right clicking</kbd> the tile source root in the *Outline* and selecting <kbd>Add ▸ Animation</kbd>.
+
+Selecting an animation displays the animation *Properties*.
+
+![Tile Source animation](images/tilemap/animation.png){srcset="images/tilemap/[email protected] 2x"}
+
+Id
+: The identity of the animation. Must be unique for the tile source.
+
+Start Tile
+: The first tile of the animation. Numbering starts at 1 in the top left corner and goes to the right, line by line down to the bottom right corner.
+
+End Tile
+: The last tile of the animation.
+
+Playback
+: Specifies how the animation should play:
+
+  - `None` does not play back at all, the first image is displayed.
+  - `Once Forward` plays the animation one time from the first to the last image.
+  - `Once Backward` plays the animation one time from the last to the first image.
+  - `Once Ping Pong` plays the animation one time from the first to the last image and then back to the first image.
+  - `Loop Forward` plays the animation repeatedly from the first to the last image.
+  - `Loop Backward` plays the animation repeatedly from the last to the first image.
+  - `Loop Ping Pong` plays the animation repeatedly from the first to the last image and then back to the first image.
+
+Fps
+: The playback speed of the animation, expressed in frames per second (FPS).
+
+Flip horizontal
+: Flips the animation horizontally.
+
+Flip vertical
+: Flips the animation vertically.
+
+## Tile source collision shapes
+
+Defold uses an image specified in the *Collision* property to generate a _convex_ shape for each tile. The shape will outline the part of the tile that has color information, i.e. is not 100% transparent.
+
+Often it is sensible to use the same image for collision as the one containing the actual graphics, but you are free to specify a separate image if you want collision shapes that differ from the visuals. When you specify a collision image, the preview is updated with an outline on each tile indicating the generated collision shapes.
+
+The tile source outline lists collision groups that you have added to the tile source. New tile source files will get one "default" collision group added. You can add new groups by <kbd>right clicking</kbd> the tile source root in the *Outline* and selecting <kbd>Add ▸ Collision Group</kbd>.
+
+To select the tile shapes that should belong to a certain group, select the group in th *Outline*, then click each tile that you wish to assign to the group. The outline of the tile and shape is colored with the group's color. The color is automatically assigned to the group in the editor.
+
+![Collision Shapes](images/tilemap/collision.png){srcset="images/tilemap/[email protected] 2x"}
+
+To remove a tile from its collision group, select the tile source root element in the *Outline*, then click the tile.
+
+
+## Tile maps
+
+A *Tile Map* is a component that allows you to assemble, or _paint_, tiles from a tile source onto a grid area. Tile maps are commonly used to build game level environments. You can also use the *Collision Shapes* from the tile source in your maps for collision detection and physics simulation.
+
+To create a new tile map:
+
+- <kbd>right click</kbd> a location in the *Assets* browser, then select <kbd>New... ▸ Tile Map</kbd>).
+- Name the file.
+- The new tile map automatically opens in the tile map editor.
+
+  ![new tilemap](images/tilemap/tilemap.png){srcset="images/tilemap/[email protected] 2x"}
+
+- Set the *Tile Source* property to a tile source file that you have prepared.
+
+To paint tiles on your tile map:
+
+1. Select or create a *Layer* to paint on in the *Outline* view.
+2. Select a tile to use as brush (press <kbd>Space</kbd> to show the tile palette)
+
+   ![Palette](images/tilemap/palette.png){srcset="images/tilemap/[email protected] 2x"}
+
+3. Paint with the selected brush. To erase a tile, either pick an empty tile and use it as brush, or select the eraser (<kbd>Edit ▸ Select Eraser</kbd>).
+
+   ![Painting tiles](images/tilemap/paint_tiles.png){srcset="images/tilemap/[email protected] 2x"}
+
+You can pick tiles directly from a layer and use the selection as a brush. Hold <kbd>Shift</kbd> and click a tile to pick it up as the current brush. While holding <kbd>Shift</kbd> you can also click and drag to select a block of tiles to use as a larger brush.
+
+![Picking tiles](images/tilemap/pick_tiles.png){srcset="images/tilemap/[email protected] 2x"}
+
+## Adding a tile map to your game
+
+To add a tile map to your game:
+
+1. Create a game object to hold the tile map component. The game object can be in a file or created directly in a collection.
+2. Right-click the root of the game object and select <kbd>Add Component File</kbd>.
+3. Select the tile map file.
+
+![Use tile map](images/tilemap/use_tilemap.png){srcset="images/tilemap/[email protected] 2x"}
+
+## Changing tiles from script
+
+You can read and write the content of a tile map dynamically while your game is running. To do so, use the [`tilemap.get_tile()`](/ref/tilemap/#tilemap.get_tile) and [`tilemap.set_tile()`](/ref/tilemap/#tilemap.set_tile) functions:
+
+```lua
+local tile = tilemap.get_tile("/level#map", "ground", x, y)
+
+if tile == 2 then
+    -- Replace grass-tile (2) with dangerous hole tile (number 4).
+    tilemap.set_tile("/level#map", "ground", x, y, 4)
+end
+```
+