diff --git a/documentation/01_tutorial/07-6-loading-the-tilemap.html.md b/documentation/01_tutorial/07-6-loading-the-tilemap.html.md index dea0b1d35..e57056d41 100644 --- a/documentation/01_tutorial/07-6-loading-the-tilemap.html.md +++ b/documentation/01_tutorial/07-6-loading-the-tilemap.html.md @@ -33,6 +33,8 @@ One of the great things about using Ogmo with HaxeFlixel is that there is alread var map:FlxOgmo3Loader; var walls:FlxTilemap; ``` + (`import flixel.tile.FlxTilemap;`) + (`import flixel.addons.editors.ogmo.FlxOgmo3Loader;`) We're basically just creating an object to hold our Ogmo map, and then another one to hold the `FlxTilemap` that we will generate from the Ogmo map. @@ -83,6 +85,7 @@ One of the great things about using Ogmo with HaxeFlixel is that there is alread ```haxe FlxG.collide(player, walls); ``` + (`import flixel.FlxG;`) All this does is check for overlaps between our player and the walls tilemap each `update()` call. If there are any overlaps, the objects are automatically separated from each other.