@@ -62,7 +62,7 @@ class GodotTilemapExporter {
62
62
63
63
/**
64
64
* Generate a string with all tilesets in the map.
65
- * Godot allows only one tileset per tilemap so if you use more than one tileset per layer it's n ot going to work.
65
+ * Godot allows only one tileset per tilemap so if you use more than one tileset per layer it's not going to work.
66
66
* Godot supports several image textures per tileset but Tiled Editor doesn't.
67
67
* Tiled editor supports only one tile
68
68
* sprite image per tileset.
@@ -450,8 +450,6 @@ ${this.tileMapsString}
450
450
* @returns {string }
451
451
*/
452
452
getTileMapTemplate ( tileMapName , mode , tilesetID , poolIntArrayString , layer , parent = "." ) {
453
- const tileWidth = layer . map . tileWidth === undefined ? 16 : layer . map . tileWidth ;
454
- const tileHeight = layer . map . tileHeight === undefined ? 16 : layer . map . tileHeight ;
455
453
const groups = splitCommaSeparated ( layer . property ( "groups" ) ) ;
456
454
const zIndex = parseInt ( layer . properties ( ) [ 'z_index' ] , 10 ) ;
457
455
return stringifyNode ( {
@@ -460,8 +458,11 @@ ${this.tileMapsString}
460
458
parent : parent ,
461
459
groups : groups
462
460
} , {
461
+ visible : layer . visible ,
462
+ modulate : `Color( 1, 1, 1, ${ layer . opacity } )` ,
463
+ position : `Vector2( ${ layer . offset . x } , ${ layer . offset . y } )` ,
463
464
tile_set : `ExtResource( ${ tilesetID } )` ,
464
- cell_size : `Vector2( ${ tileWidth } , ${ tileHeight } )` ,
465
+ cell_size : `Vector2( ${ layer . map . tileWidth } , ${ layer . map . tileHeight } )` ,
465
466
cell_custom_transform : `Transform2D( 16, 0, 0, 16, 0, 0 )` ,
466
467
format : 1 ,
467
468
mode : mode ,
0 commit comments