This isn't simple at all, sorry, and if you want to use it, you will have to adapt it to your case.
I'll try my best :
The weight is called "bitwise" in the capx. There is a different bitwise for every surrounding configuration. It is manipulated in decimal form here, but is thought in binary form. For explaining it, I'll write it down like this : 101[2] = 5[10] (where the [X] is the base used for the number. So here 101[2] means 101 in binary, and 5[10] means 5 in decimal)
- If the tile above is empty (air), then add 1[2] to bitwise.
- If the tile on the right is empty, then add 10[2] to bitwise
- If the tile on the bottom is empty, then add 100[2] to bitwise
- If the tile on the left is empty, then add 1000[2] to bitwise
That means that, if you want to set the tile to bitwise :
- the tile number 0 in your tilemap (the first one top left) should correspond to 0[10] = 0[2] = no empty space around. This should be the tile where there isn't any grass on it
- the tile number 1 in your tilemap should correspond to 1[10] = 1[2] = only air above the sprite, so a sprite with grass on top
- the tile number 2[10] = 10[2] = only air on the right => grass on right
- the tile number 3[10] = 11[2] = air on top and right => grass on top and right, angle at top right edge
- the tile number 4[10] = 100[2] = air only on the bottom
And so on... This means that, to use this method, you will need to have a friendly tilemap, or you will have to reorganize where each tile is on the tilemap image.
- You can pre-populate a tilemap using the "tilemap bar" in construct 2's editor. Check in your tab "View" to see if the tilemap bar is checked.
- If you only have solids in this tilemap then yes, you can add the behavior. Remember that every tile in the tilemap will be solid. If you only want some things to be solid, I recommend using multiple maps on top of each other, and have one handle the solid behavior and collisions.