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LineTiles

The tiles a line laid on this tilemap is drawn with: a straight piece and a corner, each drawn once and turned to follow the line (see TileTurn), and if you like, pieces for its two ends. A LineTool lays them in the game, and the editor’s Line tool (L, with the tilemap selected) paints with them, so belts, pipes, rails or wires go down by dragging.

Draw the straight piece running left to right, pointing right (the way the line runs), and the corner coming in from the left, moving right, and going out at the bottom, moving down: a clockwise turn. Turning the other way, it’s laid mirrored.

Requires: Tilemap

Works with: LineTool (lays them in the game)

Each is listed as its key in the scene file and the MCP tools, then its kind of value, its default and what it does.

  • straightTile: a whole number = -1. The straight piece, drawn pointing right. None lays no tiles (the editor’s Line tool then paints the brush’s tile). (Tiles of the tilemap’s tilesets by number (the first tileset’s from 0, the next’s from 100, then 200…): a string of numbers and ranges like “10-15, 20”, or for a whole number one tile. The Inspector shows the tiles to click.) (Field: its own editor: Tile Numbers.)
  • cornerTile: a whole number = -1. The corner piece, drawn coming in from the left and going out at the bottom. None lays the straight piece at corners too. (Tiles of the tilemap’s tilesets by number (the first tileset’s from 0, the next’s from 100, then 200…): a string of numbers and ranges like “10-15, 20”, or for a whole number one tile. The Inspector shows the tiles to click.) (Field: its own editor: Tile Numbers.)
  • startTile: a whole number = -1. The piece for a line’s first cell, drawn pointing right, the way the line leaves it. None lays the straight piece. (Tiles of the tilemap’s tilesets by number (the first tileset’s from 0, the next’s from 100, then 200…): a string of numbers and ranges like “10-15, 20”, or for a whole number one tile. The Inspector shows the tiles to click.) (Field: its own editor: Tile Numbers.)
  • endTile: a whole number = -1. The piece for a line’s last cell, drawn with the line coming in from the left. None lays the straight piece. (Tiles of the tilemap’s tilesets by number (the first tileset’s from 0, the next’s from 100, then 200…): a string of numbers and ranges like “10-15, 20”, or for a whole number one tile. The Inspector shows the tiles to click.) (Field: its own editor: Tile Numbers.)
  • joinTile: a whole number = -1. The piece for a straight cell another line runs into from the side (a merge), drawn pointing right with the other line coming in from the bottom. None leaves the straight piece there. (Tiles of the tilemap’s tilesets by number (the first tileset’s from 0, the next’s from 100, then 200…): a string of numbers and ranges like “10-15, 20”, or for a whole number one tile. The Inspector shows the tiles to click.) (Field: its own editor: Tile Numbers.)
  • splitTile: a whole number = -1. The piece for a straight cell another line leaves from the side (a split), drawn pointing right with the other line going out at the bottom. None leaves the straight piece there. (Tiles of the tilemap’s tilesets by number (the first tileset’s from 0, the next’s from 100, then 200…): a string of numbers and ranges like “10-15, 20”, or for a whole number one tile. The Inspector shows the tiles to click.) (Field: its own editor: Tile Numbers.)
  • joins: true or false = false. True for the editor’s Line tool to join a line onto these pieces already on the map, as a LineTool with LineTool.Joins does: dragged from a line’s end it carries it on (the old end becomes a straight piece or a corner), ended on a line’s side it merges in (that cell stays, with the JoinTile), and dragged out of a line’s side it splits off (that cell stays, with the SplitTile). Unticked, a line is painted on its own, over what’s there. (Field: on or off.)

Scripts use it as LineTiles: its methods, events and values that aren’t saved with the scene.