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docs: Renamed "type" to "class" in GameMaker exports
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A few other instances still existed as well. Renamed to "class" now to
reflect the same rename that happened in the UI in Tiled 1.9.
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bjorn committed Feb 4, 2024
1 parent a1d47e8 commit 6b0d055
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10 changes: 5 additions & 5 deletions docs/manual/export-gmx.rst
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Expand Up @@ -7,7 +7,7 @@ GameMaker: Studio 1.4 uses a custom XML-based format to store its rooms,
and Tiled ships with a plugin to export maps in this format. Currently
only orthogonal maps will export correctly.

Tile layers and tile objects (when no type is set) will export as "tile"
Tile layers and tile objects (when no class is set) will export as "tile"
elements. These support horizontal and vertical flipping, but no
rotation. For tile objects, scaling is also supported.

Expand All @@ -21,7 +21,7 @@ Object Instances
~~~~~~~~~~~~~~~~

GameMaker object instances are created by putting the object name in the
"Type" field of the object in Tiled. Rotation is supported here, and for
"Class" field of the object in Tiled. Rotation is supported here, and for
tile objects also flipping and scaling is supported (though flipping in
combination with rotation doesn't appear to work in GameMaker).

Expand Down Expand Up @@ -50,9 +50,9 @@ position of the exported instance.

.. hint::

Of course setting the type and/or the above properties manually for
Of course setting the class and/or the above properties manually for
each instance will get old fast. Since Tiled 1.0.2, you can instead
use tile objects with the type set on the tile, and in Tiled 1.1 you
use tile objects with the class set on the tile, and in Tiled 1.1 you
can also use :doc:`object templates <using-templates>`.

.. raw:: html
Expand All @@ -67,7 +67,7 @@ Views
:align: right

Views can be defined using :ref:`rectangle objects <insert-rectangle-tool>`
where the Type has been set to ``view``. The position and size will be
where the Class has been set to ``view``. The position and size will be
snapped to pixels. Whether the view is visible when the room starts
depends on whether the object is visible. The use of views is
automatically enabled when any views are defined.
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16 changes: 8 additions & 8 deletions docs/manual/export-yy.rst
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Expand Up @@ -51,7 +51,7 @@ tilesets and image layers).
For tilesets, the tileset name entered in Tiled must match the name of the
tileset asset in GameMaker.

For object instances, the name of the object should be set in the *Type*
For object instances, the name of the object should be set in the *Class*
field.

Exporting a Tiled Map
Expand Down Expand Up @@ -88,12 +88,12 @@ Object layers in Tiled are very flexible since objects take so many forms. As
such the export looks at each object to see how it should be exported to the
GameMaker room.

When an object has a *Type*, it is exported as an instance on an instance
layer, where the type refers to the name of the object to instantiate. Except,
when the type is "view", the object is interpreted as :ref:`a view
When an object has a *Class*, it is exported as an instance on an instance
layer, where the class refers to the name of the object to instantiate. Except,
when the class is "view", the object is interpreted as :ref:`a view
<yy-views>`.

When an object has no Type, but it is a tile object, then it is exported as
When an object has no Class, but it is a tile object, then it is exported as
either a tile graphic or a sprite graphic, depending on whether the tile is
from a tileset image or a collection of images.

Expand All @@ -120,8 +120,8 @@ position of the exported instance.

.. hint::

Of course setting the type and/or the above properties manually for each
instance will get old fast. Instead you can use tile objects with the type
Of course setting the class and/or the above properties manually for each
instance will get old fast. Instead you can use tile objects with the class
set on the tile or use :doc:`object templates <using-templates>`.

Object Instances
Expand Down Expand Up @@ -292,7 +292,7 @@ Views
~~~~~

Views can be defined using :ref:`rectangle objects <insert-rectangle-tool>`
where the *Type* has been set to "view". The position and size will be snapped
where the *Class* has been set to "view". The position and size will be snapped
to pixels. Whether the view is visible when the room starts depends on whether
the object is visible. The use of views is automatically enabled when any
views are defined.
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4 changes: 2 additions & 2 deletions docs/manual/preferences.rst
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Expand Up @@ -72,9 +72,9 @@ Detach templates
template object files.

Resolve object types and properties
Stores effective object type and properties with each object.
Stores effective object class and properties with each object.
Object properties are inherited from a tile (in case of a tile
object) and from the default properties of their type.
object) and from the members of their class.

Minimize output
Omits unnecessary whitespace in the output file. This option is supported
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2 changes: 1 addition & 1 deletion docs/manual/using-templates.rst
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Expand Up @@ -7,7 +7,7 @@ Using Templates

Any created object can be saved as a template. These templates can then be
instantiated elsewhere as objects that inherit the template's properties. This
can save a lot of tedious work of setting up the object type and properties,
can save a lot of tedious work of setting up the object class and properties,
or even just finding the right tile in the tileset.

Each template is stored in its own file, where they can be organized in
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