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Level: Beginner
Setting Tile Collision Shapes
Note: If you're coming here from the Tiles and Tilesets article, read on. If you found this through a search, we urge you to read the main Tiles article first.
Contents
IntroductionTiles can take on more than just square shapes or blank areas. You can define different kinds of boxes, slopes (triangles) or even arbitrary polygons.
Setting the Collision ShapeSuppose that we want to set the collision shape for the tile selected below. It's a sloped tile at about a 60 degree grade.
1) To set the collision shape, go over to the Collision Bounds window, scroll using the scroll bars to find the shape you need, and click on it.
Tip: You can edit the collision shapes for multiple tiles at a time if you select multiple tiles in the left (tiles) pane. You can do this by clicking and dragging to expand your selection rectangle.
2) Save your Tileset to confirm the changes.
Tip: If you've placed a tile inside a scene and change its collision bounds, you'll need to open that scene and save it to make the change get reflected.
Custom Collision ShapesSometimes you will need a custom collision shape for a tile that isn't reflected in any of the standard shapes we provide. If this is the case, you can define a Custom Collision Shape by clicking on the + button. You can create either a Box or a Polygon.
Box ShapesX and Y dictate the relative position of the box, in case you want it to be shifted off the origin (0,0). All values are in percentages (0 - 100 inclusive). We do this, so that you don't have to worry about how big the tiles are.
Polygon ShapesCreate a Polygon by defining points and setting their x,y values, either through the table or through drag and drop. A polygon must have 3 or more points but no more than 12.
Note: Define points in counter-clockwise order. If you don't, the engine may crash and warn you about a polygon having negative area.
Gotcha: Only convex polygons are supported. Do not enter in a concave polygon.
Last Updated: 2012-04-03 by Jon
10301 have read this article
Disclaimer: The Stencyl Team does not actively monitor comments on articles. If you're seeking help for your game,
please ask a question on the forums. Thanks!
6 Comments
esotericbyte
I am working with the example created in the crash courses to evaluate Stencyl. The provided tiles I used have a square collision shape. I added some platforms and lowered the gravity. You can jump to them and they usually act as you'd expect. Unfortunately It's possible for the player actor to be trapped in the tiles that should be solid and there does not seem to be a way to escape. What conditions do tiles not work and why? I am thinking maybe they need to be smaller than the actor or something like that. 0 4 months, 2 weeks ago
tinycyborg
Any plans in the future to resolve the convex polygons issue? I am making a top down game and have L shaped "walls" that are bugging out because I am using Convex Polygons... 0 6 months, 1 week ago
Valeriana
Same problem here, but only with the rpg style scenes. To the platformers i dont have the problem 0 7 months, 2 weeks ago
R3M4RK5
I just happened across Stencyl last night and I've had no problems with using tilesets. You most likely did not tell your Player actor's collision group to collide with Tiles as well as Actors. 0 1 year, 5 months ago
SG2Tiger
Same here. I'm assuming it's a bug. For the time being, I've created actors with invisible frames and set them as 'walls', placing them over the tiles and using those to provide collision. I hope this gets fixed soon, as filling the scene with actors is just going to make things unnecessarily slow. 1 1 year, 11 months ago
Grimreaper
This doesn't work for me I have to get each tile I want and turn them into to actors for them to have collision. I think I got a broken stencyl and it's driving me mad. 1 1 year, 11 months ago |














