Game Development Community

What does setTileScript do?

by Wenceslao Villanueva Jr. · in Torque Game Builder · 12/05/2007 (1:23 am) · 3 replies

I've been trying to set up the basic things I'm going to need to make a puzzle demo. What exactly does TileLayer.setTileScript() do?

I've just been trying to figure out how I am going to implement a mouse driven puzzle game. IRC peeps recommended that I use a TileMap and TileLayer but I'm trying to figure out how to get events out of them. I know how to get mouse events for the tileLayer. I was hoping that I could find a way to give each tile a class and handle them individually so I can do things such as scale it when it was moused over and such but I don't think TileLayers work like this. Can anyone answer my question above and give me some technical design advice as to how to use TGB and TS to help me do this?

#1
12/05/2007 (1:54 am)
Well, I've been poking around all night long and just after posting I discovered setActiveTile(). The documentation on it is very sparse and I couldn't actually get it to work but from this post:
http://www.garagegames.com/mg/forums/result.thread.php?qt=29581
it seems like it does what I may need. All I need to do now is learn how it works.
#2
12/05/2007 (9:33 am)
I started a little Bejeweled clone. I used static sprites for the jewels. I created sprites in script when the level loaded. I didn't get much further than that.
#3
12/07/2007 (12:14 am)
Well I realize that a tile map may not do what I need it to so I wrote my own script object to handle the board. Works alright now.