Note: If you're coming here from the Tiles and Tilesets article, read on. If you found this through a search, we urge you to read the main Tiles article first.
Note: If using simple physics for the global physics setting, this article does not apply and all tiles will have a collision box equal to the tile size.
- Introduction
- Setting the Collision Shape
- Custom Collision Shapes
- Boxes
- Polygons
Tiles can take on more than just square shapes or blank areas. You can define their collision shapes as non-square boxes, slopes (triangles) or even arbitrary polygons.
Suppose that we want to set the collision shape for the tile selected below. It's a sloped tile at about a 60 degree grade.
- To set the collision shape, go over to the Collision Bounds window, scroll using the scroll bars to find the shape you need, and click on it.
Tip: You can edit the collision shapes for multiple tiles at a time if you select multiple tiles in the left (tiles) pane. You can do this by clicking and dragging to expand your selection rectangle.
- Save your Tileset to confirm the changes.
Tip: If you've placed a tile inside a scene and change its collision bounds, you'll need to open that scene and save it to make the change get reflected.
Sometimes, you will need a custom collision shape for a tile that isn't reflected in any of the standard shapes we provide.
If this is the case, you can define a Custom Collision Shape by clicking on the + button. You can create either a Box or a Polygon.
X and Y dictate the relative position of the box, in case you want it to be shifted off the origin (0,0).
All values are in percentages (0 - 100 inclusive). We do this so that you don't have to worry about how big the tiles are.
Create a Polygon by defining points and setting their x,y values, either through the table or through drag and drop. A polygon must have 3 or more points but no more than 12.
Note: Define points in counter-clockwise order. If you don't, the engine may crash and warn you about a polygon having negative area.
Gotcha: Only convex polygons are supported. Do not enter in a concave polygon, such as an "L" shape. Instead, use an actor or split the tile into two or more separate tiles that you place on top of each other.