new
(
string
map_name
)
new
(
string
map_name
,
integer
width
,
integer
height
)
__gc
(
)
__eq
(
am.map
rhs
)
->
(
boolean
)
name
(
)
->
(
string
)
name
(
string
map_name
)
->
(
am.map
)
full_name
(
)
->
(
string
)
full_name
(
string
full_name
)
->
(
am.map
)
tile
(
integer
x
,
integer
y
)
->
(
am.tile
)
tile_instance
(
integer
x
,
integer
y
)
->
(
TileInstance
)
tiles
(
table
tiles
)
->
(
am.map
)
tiles
(
table
tiles
,
integer
width
,
integer
height
)
->
(
am.map
)
map_size
(
)
->
(
integer
,
integer
)
map_size
(
integer
width
,
integer
height
)
->
(
am.map
)
add_game_object
(
am.game_object
game_object
)
->
(
boolean
)
remove_game_object
(
am.game_object
The
)
->
(
boolean
)
has_game_object
(
am.game_object
game_object
)
->
(
boolean
)
is_valid_location
(
am.game_object
game_object
,
number
position_x
,
number
position_y
)
->
(
boolean
)
is_valid_grid_location
(
am.game_object
game_object
,
integer
grid_x
,
integer
grid_y
)
->
(
boolean
)
add_map_region
(
am.map_region
region
)
->
(
boolean
)
remove_map_region
(
am.map_region
region
)
->
(
boolean
)
has_map_region
(
am.map_region
region
)
->
(
boolean
)
map_regions
(
)
->
(
table
)
new
(
string
map_name
)
new
(
string
map_name
,
integer
width
,
integer
height
)
__gc
(
)
__eq
(
am.map
rhs
)
->
(
boolean
)
name
(
)
->
(
string
)
name
(
string
map_name
)
->
(
am.map
)
full_name
(
)
->
(
string
)
full_name
(
string
full_name
)
->
(
am.map
)
tile
(
integer
x
,
integer
y
)
->
(
am.tile
)
tile_instance
(
integer
x
,
integer
y
)
->
(
TileInstance
)
tiles
(
table
tiles
)
->
(
am.map
)
map_width * map_height
am.engine.using_tile_set("nature") map = am.map.new("testMap", 3, 2) map:tiles({ "dirt", "dirt:1", "castle/dirt:1", "grass:2", "water", "castle/water" })Each tile name is in the following form.
[tileSetName/]tile_name[:frameNumber]The tileSetName is optional and allows you to specify the tile set which the tile is from. If none is provided then the top level tile set or any tile sets specified with the
Engine.using_tile_set
tiles
(
table
tiles
,
integer
width
,
integer
height
)
->
(
am.map
)
am.engine.using_tile_set("nature") map = am.map.new("testMap") map:tiles({ "dirt", "dirt:1", "castle/dirt:1", "grass:2", "water", "castle/water" }, 3, 2)Each tile name is in the following form.
[tileSetName/]tile_name[:frameNumber]The tileSetName is optional and allows you to specify the tile set which the tile is from. If none is provided then the top level tile set or any tile sets specified with the
Engine.using_tile_set
map_size
(
)
->
(
integer
,
integer
)
map_size
(
integer
width
,
integer
height
)
->
(
am.map
)
add_game_object
(
am.game_object
game_object
)
->
(
boolean
)
remove_game_object
(
am.game_object
The
)
->
(
boolean
)
has_game_object
(
am.game_object
game_object
)
->
(
boolean
)
is_valid_location
(
am.game_object
game_object
,
number
position_x
,
number
position_y
)
->
(
boolean
)
is_valid_grid_location
(
am.game_object
game_object
,
integer
grid_x
,
integer
grid_y
)
->
(
boolean
)
add_map_region
(
am.map_region
region
)
->
(
boolean
)
remove_map_region
(
am.map_region
region
)
->
(
boolean
)
has_map_region
(
am.map_region
region
)
->
(
boolean
)
map_regions
(
)
->
(
table
)