Tile Actors & Smart Tiles
Tile Actors are the bridge between painted maps and gameplay objects.
Use them for:
- Doors
- Chests
- Pots
- Signs
- Switches
- Breakable rocks
- Cuttable grass
- Pickups
- Warp points
Design Goal
Section titled “Design Goal”The map owns grid placement. The actor owns gameplay logic.
That means a map can place an object marker at cell X,Y, while the actor handles interaction, particles, sounds, inventory checks, animation, and level transitions.
Suggested Blueprint Pattern
Section titled “Suggested Blueprint Pattern”Create a Blueprint child of TileForgeTileActor, then configure:
- Visual component: sprite, flipbook, mesh, or custom component.
- Interaction tag:
Open,Break,Cut,Read,Warp, or your own project tag. - Replacement tile or replacement actor behavior.
- Sound and particle effects.
- Save key or persistence behavior.
Runtime Flow
Section titled “Runtime Flow”- Player asks the map actor for the current grid cell or targeted grid cell.
- Player sends an interaction tag to the tile actor or map actor.
- The tile actor validates the interaction.
- The tile actor plays effects, changes state, destroys itself, or asks the map actor to replace a tile.
This keeps the system modular: TileForge2D supplies the grid and hooks, while your game supplies the rules.