World.SetTile
Declaration
World.SetTile(Vector2 Position, number Layer, TileType Type, Dictionary Properties)
Description
Sets the tile at Position on Layer to Type and then modifies the provided Properties.
local layer = 0;
--Sets a specific tile to Wall
local wallPos = V2(7, 3);
World.SetTile(wallPos, layer, TileType.Wall, {});
--Sets a specific tile to PowerupTile, with changed properties
local powerupPos = V2(8, 3);
World.SetTile(powerupPos, layer, TileType.PowerupTile, {Bombs = 1, BlastRadius = 5});
--Sets a specific tile to Laser, with changed properties
--Define the color gradient for the laser
local colorGradient = ColorGradient();
colorGradient.AddColor(Color(252, 186, 3, 255), 0);
colorGradient.AddColor(Color(45, 252, 3, 255), 0.5);
colorGradient.AddColor(Color(98, 3, 252, 255), 1);
colorGradient.AddAlpha(255, 0);
colorGradient.AddAlpha(255, 1);
local laserPos = V2(9, 3);
World.SetTile(laserPos, layer, TileType.Laser, {LaserGradient = colorGradient, Range = 3, Enabled = false});
Declaration
World.SetTile(Vector2 Position, number Layer, TileType Type, Dictionary Properties, bool Relative, Vector2 Origin)
Description
Sets the tile at Position on Layer to Type and then modifies the provided Properties. Position can be relative to Origin if Relative parameter is true.
local layer = 0;
local currentTile = GetCurrentTile();
--Sets the tile under the ScriptTile to a LandMine
local relativePos = V2(0, -1);
World.SetTile(relativePos, layer, TileType.LandMine, {Delay = 5}, true, currentTile.Position);
Declaration
World.SetTile(Dictionary<Vector2> Positions, number Layer, TileType Type, Dictionary Properties)
Description
Sets the tiles at Positions on Layer to Type and then modifies the provided Properties.
local layer = 0;
--Sets several tiles to MetalCrate
local positions = {V2(4, 4), V2(5, 4), V2(6, 4)};
World.SetTile(positions, layer, TileType.MetalCrate, {});
Declaration
World.SetTile(Dictionary<Vector2> Positions, number Layer, TileType Type, Dictionary Properties, bool Relative, Vector2 Origin)
Description
Sets the tiles at Positions on Layer to Type and then modifies the provided Properties. Positions can be relative to Origin if Relative parameter is true.
local layer = 0;
local currentTile = GetCurrentTile();
--Sets several tiles diagonally relative to the ScriptTile
local relativePositions = {V2(2, 2), V2(2, -2), V2(-2, -2), V2(-2, 2)};
World.SetTile(relativePositions, layer, TileType.CountBomb, {BlastRadius = 10}, true, currentTile.Position);
Note
Not all properties of a particular tile have to be passed into this method, only the ones you want to set.
To see which properties can be modified, check out the Tiles category, or alternatively, use the Edit mode in the Level Editor to see what properties specific tiles have in the Tile Settings panel.