Difference between revisions of "Love - Using a TMX Map"

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(Other Options)
(Loading A Collision Tile Layer)
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=Loading A Collision Tile Layer=
 
=Loading A Collision Tile Layer=
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First, you will need to create a new 'Tile Layer' in tiled. This will represent the tiles you will collide with. This layer can be at the very back and hidden by your other layers. This is my example:
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[[File:Tiled1.gif]]
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I have created a layer called 'Bounds', this layer includes a tile in prevent moving through the wall (see the image below of the rest of the map):
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[[File:Tiled2.gif]]
  
 
=Checking for Tile Collision=
 
=Checking for Tile Collision=

Revision as of 12:55, 11 February 2021

Advanced Tiled Loader

Have a look at his GitHub repository:

Advanced-Tiled-Loader

It was initially an abandoned project, but with a little bit of work is fully working again. It will be suitable for students creating an RPG style game.

Setup

You can download the zip file from this link: download

Extract the zip and copy the 'Advanced-Tiled-Loader' folder into your LOVE project folder (same directory as the 'main.lua').

In your TMX map, create an object on an object layer called 'Player'.

Copy this code for the 'main.lua'

local player = nil -- variable to store player 
function love.load()
 
  local loader = require("Advanced-Tiled-Loader.Loader")
  loader.path = "Maps/"  --Change this to wherever your .tmx files are
  map = loader.load("untitled.tmx") --Change this to the name of your mapfile
  tx = 0
  ty = 0
  scale = 2 -- Adjust zoom with this
  
  image=love.graphics.newImage("Maps/test.png") --Image to use for player

  -- This will go through the layers in the map, find the object layer and the player object
  for _, layer in pairs(map.layers) do
   if layer.class == "ObjectLayer" then
		for _, obj in pairs(layer.objects) do
			if obj.name == "Player" then 
				print(obj.name)
				obj.texture = image -- give it a texture
				map.camera.Object=obj -- set the camera to follow this object
				map.camera:update() -- update the camera position
				player=obj -- pass the object and store it has player
			end
		end
   end
  end
end

-- code to draw the map
function love.draw()
  local ftx, fty = math.floor(tx), math.floor(ty)
  love.graphics.push()
  love.graphics.scale(scale)
  love.graphics.translate(ftx, fty)
  map:draw()
  love.graphics.pop()
end

-- update method to move the player object
function love.update(dt)
	local difx = 0
	local dify = 0
	change = false
	
	if love.keyboard.isDown("up") then 
		dify=100*dt 
		change = true
		end
	if love.keyboard.isDown("down") then 
		dify = -100*dt
		change = true		
		end
	if love.keyboard.isDown("left") then 
		difx= 100*dt 
		change = true
		end
	if love.keyboard.isDown("right") then 
		difx= -100*dt 
		change = true		
		end
	
	player.x = player.x-difx
	player.y = player.y-dify
	
	if change==true then
		map:forceRedraw() -- this will force the map to redraw after movement
		end

end

Loading A Collision Tile Layer

First, you will need to create a new 'Tile Layer' in tiled. This will represent the tiles you will collide with. This layer can be at the very back and hidden by your other layers. This is my example:

Tiled1.gif

I have created a layer called 'Bounds', this layer includes a tile in prevent moving through the wall (see the image below of the rest of the map):

Tiled2.gif

Checking for Tile Collision

Other TMX Loader Options

For example the STI project: STI

Setup tutorial: Tutorial