Remove tile from tilemap - Printable Version +- Tilengine - The 2D retro graphics engine forum (http://tilengine.org/forum) +-- Forum: English forums (http://tilengine.org/forum/forumdisplay.php?fid=3) +--- Forum: Support (http://tilengine.org/forum/forumdisplay.php?fid=7) +--- Thread: Remove tile from tilemap (/showthread.php?tid=577) |
Remove tile from tilemap - mycats - 05-13-2020 Hi! I am trying to remove tile from tilemap (for ring collision) with this code: Code: if(ring_found) RE: Remove tile from tilemap - megamarc - 05-13-2020 Are you using the same assets you posted some days ago? It's not needed to reconfigure layer with TLN_SetLayer() once you modify the tilemap with TLN_SetTilemapTile(), they're already linked. RE: Remove tile from tilemap - mycats - 05-14-2020 Removed SetLayer(), still not removing tile. But no more errors in log. RE: Remove tile from tilemap - megamarc - 05-14-2020 Are you passing the correct row and column? The following code works for me, when I press input 1, it removes the first ring: Code: while (TLN_ProcessWindow()) { RE: Remove tile from tilemap - mycats - 05-14-2020 Thanks! You need to define empty tile before setting it and use Code: Tile tile={0}; Code: TLN_SetTilemapTile(foreground_tilemap,tileinfo.row,tileinfo.col,NULL); RE: Remove tile from tilemap - megamarc - 05-14-2020 Welcome! I understand the confusion, it seems more intuitive to delete a tile passing just NULL instead of a valid pointer with index 0, right? I'll add this behavior in next update |