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TileTurn

namespace Griff.Scenes;
public enum TileTurn

How a tilemap cell’s tile is turned or flipped (see Turns): flipped left to right first, if FlipX is in it, then turned clockwise by quarters. The eight ways a square can be laid down, so one picture of a belt, an arrow or a pipe points every way.

  • None = 0: As drawn in the tileset.
  • Turn90 = 1: A quarter turn clockwise: what pointed right points down.
  • Turn180 = 2: Half a turn: upside down and back to front.
  • Turn270 = 3: Three quarters clockwise (a quarter anticlockwise): what pointed right points up.
  • FlipX = 4: Mirrored left to right. With a turn as well, mirrored first, then turned.
  • FlipY = 6: Mirrored top to bottom: the same as FlipX and Turn180 together.