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An instance is created by being defined in a level. It may be accessed via its name from scripts and via sector.name from the console.
Example of a definition:
(tilemap (name "niftymap") (path (mode "circular") (node (x 832) (y 800) (time 10) ) (node (x 832) (y 704) (time 10) ) ) (width …) (height …) (tiles …) (solid #t) )
The above tilemap will be exposed under the name “niftymap” in the scripting engine. Example usage:
niftymap.goto_node(1); niftymap.fade(0.0, 10);
This will cause the tilemap to slowly move left, fading out as it goes, and disappear completely when it reaches its destination. Never fear, though; it is still there. From the console, you can enter:
sector.niftymap.goto_node(0); sector.niftymap.fade(1.0, 15)
The tilemap will then reverse its previous actions, ending up back where it started, but it will only reach full opacity 5 seconds after it stops.
|goto_node(int node_no)||Move tilemap along path until at given node, then stop.|
|start_moving()||Start moving tilemap|
|stop_moving()||Stop tilemap at next node|
|fade(float alpha, float seconds)||Start fading the tilemap to opacity given by alpha. Destination opacity will be reached after seconds game seconds. Also influences solidity.|
|set_alpha(float alpha)||Instantly switch tilemap's opacity to alpha. Also influences solidity.|
|float get_alpha()||Return the tilemap's opacity. Note that while the tilemap is fading in or out, this will return the current alpha value, not the target alpha.|
|Ambient sound · Camera · Candle · Display effect · Floating image · Globals · Level · Level time · Path · Platform · Player · Scripted object · Sector · Sound · Text · Thunderstorm · Tilemap · Will-o-wisp · Wind|