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Tiölved.lua

I no longer use it, may not works. See STI that seem to achieve the same goal.

A library to use Tiled in LÖVE.

A basic use is described in the main.lua

It provide 3 objects and 2 functions :

mapGid

You can create a table that contain for each tile :

  • identifier ( absolute like noted in layers )
  • canvas
  • properties
  • animation : array of {tileid,duration}

I use it locally to gather information

mapGid=tiolved:gid(mapTable,repertory-of-tileset-images)

exemple :

	mapGid[i]={
		id=i,
		canvas=tile i
		animation(if any)={
			{tileid=k,duration=100},
			{tileid=l,duration=100}},
		first-property=it's-value
		...
		last-propery=it's-value
		}

tileset

You can create a tileset a table that contain each tile :

	tileset[1]=canvas-of-first-tile
	tileset[n]=canvas-of-last-tile

and three methods

	tileset:update(dt) : change the canvas of animated tiles
	tileset:add( z, id, x, y, r, sx, sy, ox, oy, kx, ky ) : add the tile id to draw at z
	tileset:draw() draw tiles and clean the batch

to understand better here is the structure of tileset :

A complex table :

	{
 		animated={
	 		nexttime
	 		current
	 		1={canvas,duration}
	 		2={canvas,duration}
	 	}
	 	batch={}
	 	batch[12]={}
	 	batch[12][16]=spritebatch <-- the tile 16 must be drawn at height z=12
	 	z={
			5, <-- the z height ordered ( used for drawing in order)
			125,
			...
		}
		1=canvas-of-first-tile
		2=canvas-of-second-tile
		last=canvas-of-last-tile
	}

the three properties :

	 update(dt) : change the canvas of animated tile and the texture of sripteBatch of the tile
	 add( z, id, x, y, z, .. , kx, ky) : add a sprite in batch[z][id] and the z in z table if not already there
	 draw() : draw and clear all spritebatch

layers

You can generate a table that contain a draw function and for each layer a table with the attributes and a function that add sprite in tileset batch by using

layers=tiolved:layers(map,tileset)

layers is a table with :

	an array of layer
	draw : method that call all layer.draw

layer is a table with :

	name
	number ( order in tiled )
	tile = {
		{id,x,y}
		{id,x,y}
	}
	property1=value1
	property2=value2
	...
	draw : function that add tile in tileset batch by using tileset:add

trick: the layer that must be interpreted and not drawn must be removed from the mapTable or you can change the .je=layer for something else

usefulfunc

Use :

toMap,toRender=tiolved:usefulfunc(map)

  • map coordinate are : 1 tile measure 1*1
  • render coordinate are : 1 tile measure Xpixel*Ypixel

exemple

the main love.load contain the basic way to use tiolved

issue

for any inform me at my github

to do

  • Isometric must be done, so it changes the tileset structure because tile must be drawned from up left to down right.
  • spritebatch capacity extended

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framework to use tiled map into löve development

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