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@@ -11,221 +11,88 @@ In Defold, an atlas resource is a list of separate images files, which are autom
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## Creating an Atlas
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-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.
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+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
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+*Properties* pane so you can edit them (see below for details).
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-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)
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-2. Select <kbd>New ▸ Atlas</kbd> from the context menu in the Project Explorer.
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-3. When the new file opens in the atlas editor, <kbd>right click</kbd> the root Atlas entry in the *Outline* pane.
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-4. Select <kbd>Add Images</kbd> from the pop up context menu.
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+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.
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-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.
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+Make sure that you have added your images to the project (drag and drop image files to the right location in the *Assets* browser)
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-{srcset="images/atlas/[email protected] 2x"}
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+Adding single images
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+: <kbd>Right click</kbd> the root Atlas entry in the *Outline* pane.
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+
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+ Select <kbd>Add Images</kbd> from the pop up context menu to add single images.
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-
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+ 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.
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-## Defining flip-book animations
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+ {srcset="images/atlas/[email protected] 2x"}
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-You can define flip-book animations of selected sub-images in an atlas:
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+ 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.
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-- Select <kbd>Add Animation Group</kbd> from the context menu in the Outline.
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-- 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.
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-- Adjust the *Properties* for the animation as needed.
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+ {srcset="images/atlas/[email protected] 2x"}
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-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.
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+Adding flip-book animations
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+: <kbd>Right click</kbd> the root Atlas entry in the *Outline* pane.
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-## Creating a Tile Source
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+ Select <kbd>Add Animation Group</kbd> from the pop up context menu to create a flip book animation group.
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-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.
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+ A new, empty, animation group with a default name ("New Animation") is added to the atlas.
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-Once you have the source image created, you can create a Tile Source:
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+ <kbd>Right click</kbd> then new group and select <kbd>Add Images</kbd> from the context menu.
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-- Import the image to your project by dragging it into the Project Explorer.
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-- Create a new Tile Source file.
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-- Click the browse-button next to the *Image* property and select your image. Now you should see the image displayed in the editor.
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-- 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.
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+ A dialog opens from which you can find and select the images you want to add to the animation group.
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+
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+ {srcset="images/atlas/[email protected] 2x"}
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-
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+ Press <kbd>Space</kbd> with the animation group selected to preview it. Adjust the *Properties* for the animation as needed (see below).
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-::: sidenote
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-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.
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+ {srcset="images/atlas/[email protected] 2x"}
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-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.
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-:::
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+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).
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-## Tile Source collision shapes
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+## Atlas properties
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-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.
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+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.
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-
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+Size
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+: 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.
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-## Tile Source flip-book animations
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+Margin
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+: The number of pixels that should be added between each image.
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-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.
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+Inner Padding
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+: The number of empty pixels that should be padded around each image.
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-
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+Extrude Borders
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+: 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.
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-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.
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+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.
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-
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+{srcset="images/atlas/[email protected] 2x"}
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-## Manipulating Game Objects and components
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+## Animation properties
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-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.
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+In addition to the list of images that are part of an animation group, a set of properties are available:
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-
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+Id
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+: The name of the animation.
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-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:
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+Fps
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+: The playback speed of the animation, expressed in frames per second (FPS).
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-
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+Flip horizontal
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+: Flips the animation horizontally.
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-```lua
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--- Animate the wand game object to specified position and rotation.
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-go.animate("wand", "position", go.PLAYBACK_ONCE_FORWARD, vmath.vector3(530, 79, -0.1), go.EASING_INOUTSINE, 0.5)
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-go.animate("wand", "euler", go.PLAYBACK_ONCE_FORWARD, vmath.vector3(0, 0, -70), go.EASING_INOUTSINE, 0.5)
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-```
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+Flip vertical
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+: Flips the animation vertically.
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-## Dynamically scaling Sprites
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+Playback
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+: Specifies how the animation should play:
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-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.
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-
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-Sprites have a property `scale` which is of type `vmath.vector3`. You can animate the components separately:
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-
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-```lua
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-go.animate("my_object#sprite", "scale.x", go.PLAYBACK_ONCE_FORWARD, 1.5, go.EASING_INOUTSINE, 2)
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-```
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-
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-## Sprites
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-
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-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:
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-
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-- Create (or open) the game object the Sprite should belong to.
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-- From the Game Object context menu in the Outline, select <kbd>Add Component</kbd>.
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-- Choose *Sprite*.
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-- Specify in the Sprite's *Image* property which Tile Source or Atlas the Sprite should use.
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-- Specify in the Sprite's *Default Animation* property which animation it should play by default.
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-
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-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".
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-
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-## Collision Shapes
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-
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-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.
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-
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-## Blend Mode
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-
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-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:
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-Alpha
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-: Normal blending: a~0~ * rgb~0~ + (1 - a~0~) * rgb~1~
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-
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-Add
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-: Brighten the background with the color values of the corresponding sprite pixels: rgb~0~ + rgb~1~
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-
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-Add Alpha (deprecated!)
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-: Brighten the background with the corresponding visible sprite pixels: a~0~ * rgb~0~ + rgb~1~
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-
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-Multiply
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-: Darken the background with values of the the corresponding sprite pixels: rgb~0~ * rgb~1~
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-
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-## Sprite Shading
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-
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-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.
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-
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-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:
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-
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-- 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.
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-- Open the copied *sprite.material* file and remap the shader files (*.vp* and *.fp*) to your own copies.
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-- Edit the *.vp* and *.fp* copies as you please. If you introduce shader constants, they must also be declared in the material file.
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-- Open your sprite and specify your new material in the Properties.
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-- 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).
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-
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-## Tile Maps
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-
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-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.
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-
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-## Painting Tiles
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-
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-- Open the Tile Map you want to work in.
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-- Make sure that there are no flagged issues in the *Property* or *Outline* view.
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-- Select or create a Layer to paint on in the *Outline* view.
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-- Select a tile to use as brush (press <kbd>Space</kbd> to show the tile palette)
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-
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-
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-## Picking Tiles
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-
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-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.
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-
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-## Erasing Tiles
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-
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-The Eraser tool is used to erase painted tiles. To select the Eraser, you can either:
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-
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-- Select it from the <kbd>Tile Map</kbd> menu.
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-- Press <kbd>Backspace</kbd>.
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-- Click the active tile again in the tiles palette.
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-- Pick any empty cell on the Tile Map.
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-
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-## Attaching Physics
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-
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-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.
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-
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-## Changing tiles from script
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-
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-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:
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-```lua
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--- Replace the two door-tiles with "open door" tiles.
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--- The door is two tiles, one on top of the other.
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-local x = 3
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-local y = 4
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--- Lower part of door
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-tilemap.set_tile("/level#tilemap", "layer1", x, y, 58)
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--- Upper part of door
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-tilemap.set_tile("/level#tilemap", "layer1", x, y+1, 46)
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-```
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-
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-## Adding a Tile Map to your game
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-
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-To add a Tile map to your game:
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-
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-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
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-2. Right-click the root of the game object and select <kbd>Add component from file</kbd>
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-3. Select the Tile Map file
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-
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-The game object now contains the Tile Map and you can place or spawn the game object wherever you want it.
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-
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-## Texture Filtering and Sampling
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-
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-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:
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-
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-Nearest
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-: 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.
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-
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-
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-Linear
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-: 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.
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-
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-
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-The setting for which filtering to use is stored in the [Project Settings](/manuals/project-settings) file. There are two settings:
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-
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-default_texture_min_filter
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-: Minifying filtering applies whenever the texel is smaller than the screen pixel.
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-
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-default_texture_mag_filter
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-: Magnifying filtering applies whenever the texel is larger than the screen pixel.
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-
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-Both settings accept the values `linear` or `nearest`. For example:
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-```ini
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-[graphics]
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-default_texture_min_filter = nearest
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-default_texture_mag_filter = nearest
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-```
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-
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-If you don’t specify anything, both are set to `linear` by default.
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-
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-(Some of the graphic assets used are made by Kenney: http://kenney.nl/assets)
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+ - `None` does not play back at all, the first image is displayed.
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+ - `Once Forward` plays the animation one time from the first to the last image.
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+ - `Once Backward` plays the animation one time from the last to the first image.
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+ - `Once Ping Pong` plays the animation one time from the first to the last image and then back to the first image.
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+ - `Loop Forward` plays the animation repeatedly from the first to the last image.
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+ - `Loop Backward` plays the animation repeatedly from the last to the first image.
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+ - `Loop Ping Pong` plays the animation repeatedly from the first to the last image and then back to the first image.
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