Comments (4)
I am not able to push up a new branch and not sure of the best way to help... I assume that the repository is locked down, which is understandable... my diff is pretty simple:
/addons/LDtk-Importer/LDtk.gd
func new_tilemap(tilemap_data):
var flip = int(tile["f"])
var flipX = bool(flip & 1)
var flipY = bool(flip & 2)
var grid_coords = pxCoords_to_gridCoords(tile.px, tilemap_data.__gridSize)
tilemap.set_cellv(grid_coords, tile.t, flipX, flipY)
return tilemap
#converts pixels to grid coordinates.
func pxCoords_to_gridCoords(pixelValues, gridSize):
var gridY = floor(pixelValues[1] / gridSize)
var gridX = floor(pixelValues[0] / gridSize)
return Vector2(gridX, gridY)
Basically it looks like LDtk references the same tile within the "d" attribute multiple times when a rectangle shape is defined. Consequently the tile is overwritten and will only display the last shape in the applied rectangle. I created a grid coord function to take the pixel value instead, which is accurate, and update the tile based on that.
from godot-ldtk-import.
I've located and fixed the issue - just working up a pull request :)
from godot-ldtk-import.
I'm also having the exact same issue...
from godot-ldtk-import.
Think I've worked out how to actually contribute!
from godot-ldtk-import.
Related Issues (15)
- Requested file format unknown HOT 1
- Collisions not imported HOT 1
- Collisions preset not working. HOT 1
- Collisions are not created correctly if we set a single tile at the right side of the level. HOT 6
- Entity Import Discussion HOT 1
- i can't import ldtk file... HOT 5
- Godot 4 HOT 1
- Not able to import tilemap images HOT 1
- Showing no tiles on collision layer. HOT 2
- Combining colliders of different types HOT 1
- Let's collaborate HOT 1
- Relative paths error HOT 1
- sample ldtk file import not correct HOT 2
- allow us import Entities layer as YSort node in godot. HOT 1
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from godot-ldtk-import.