Optional
cacheSpecifies, whether a tile collision cache should be used. It can make pathfinding significantly faster. However, if you change something on the tilemap (adding layers, changing tiles, etc.) you need to call GridEngineHeadless.rebuildTileCollisionCache. For more information on pathfinding performance check out pathfinding performance.
false
Optional
characterThe character collision strategy.
{@link CollisionStrategy.BLOCK_TWO_TILES}
An array of character data. Each describing a character on the map.
Optional
collisionSpecifies a custom collision group relation. You can define which group collides with which other groups.
Example:
{'group1': ['group2', 'group3']}
This means that group1
collides with group2
and group3
(but not with
itself!). Also neither group2
nor group3
collide with group1
, so the
relation can be non-symmetric.
If this property is omitted, the default relation is that each group only collides with itself.
Optional
collisionA custom name for the collision tile property of your tilemap.
'ge_collide'
Optional
Beta
layerEnables experimental layer overlay feature.
false
Optional
numberThe possible number of directions for moving a character. Default is 4 (up, down, left, right). If set to 8 it additionaly enables diagonal movement (up-left, up-right, down-left, down-right).
{@link NumberOfDirections.FOUR}
Optional
tiledObject, parsed from Tiled project file. This is used to provide Tiled project features like tile classes.
Configuration object for initializing GridEngine.