05-18-2018, 05:37 PM
Hi Daniel,
Tilengine reads the FLIP_X and FLIP_Y flags from Tiled editor to do horizontal and/or vertical flipping of tiles and sprites. Tiled later added the ROTATION flag that swaps x/y axis. Combined with the other two flags, this allows it to do simple rotation in 90º steps. This feature isn't supported by the Tilengine renderer, as it is not representative of 2D graphics hardware. Backgrounds can be rotated with TLN_SetLayerTransform()
At this moment sprites don't support any kind of rotation yet (just scaling with TLN_SetSpriteScaling()) but I plan on adding full 360º rotation in a future release. I have an internal version that has preliminar support, but combining sprite rotation with raster effects and keep good performance is not trivial...
Tilengine reads the FLIP_X and FLIP_Y flags from Tiled editor to do horizontal and/or vertical flipping of tiles and sprites. Tiled later added the ROTATION flag that swaps x/y axis. Combined with the other two flags, this allows it to do simple rotation in 90º steps. This feature isn't supported by the Tilengine renderer, as it is not representative of 2D graphics hardware. Backgrounds can be rotated with TLN_SetLayerTransform()
At this moment sprites don't support any kind of rotation yet (just scaling with TLN_SetSpriteScaling()) but I plan on adding full 360º rotation in a future release. I have an internal version that has preliminar support, but combining sprite rotation with raster effects and keep good performance is not trivial...