TileDraw plugIn.
Still not complete just the basics are working... just for testing and playing around...
Made on godot v4.2.1, ( not tested on 4.3 )

download at gitHub:
https://github.com/jonSP12/tileDraw_plugIN_test3

  • mouse left button ( draw tiles )
  • mouse right button ( delete tiles )
  • When deleting tiles, if new tiles are selected in the image Dock,
    the Brush will have the size of the previous Brush,
    if the user presses " mouse left button " to draw tiles, the Brush Delete tiles will have the correct size of the image on screen
  • ( The code is a mess there are unsed var all over the place,
    and a lot of vars are doing the same thing ( its just for testing )
    Once all minimum features are working: Cleaning, and making the code pretier is easy

  • Toxe replied to this.

    Toxe if ( layers.Lnum[p].has(i) ): 🤩

    🌟 🌟 🌟 🌟 🌟 🌟 🌟 🌟

    func _draw():
    	
    	for p in range(0, layerMax ):
    		for i in layers.Lnum[p]:
    			if ( layers.Lnum[p].has(i) ):
    				draw_texture( layers.Lnum[p][i], i );

    🌟 🌟 🌟 🌟 🌟 🌟 🌟 🌟
    ⭐️ ⭐️ ⭐️ ⭐️ ⭐️ ⭐️ ⭐️ ⭐️

    I manadged to add filters effects to the tile brush
    unfortunately he still keeps going for the camera, everyTime i get an image from a viewPort...
    and makes the images smaller/bigger with camera Zoom