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

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(Setup)
(Checking Collectables)
 
(13 intermediate revisions by the same user not shown)
Line 16: Line 16:
  
 
<syntaxhighlight lang=lua>
 
<syntaxhighlight lang=lua>
local player = nil
+
local player = nil -- variable to store player
 
function love.load()
 
function love.load()
 
   
 
   
Line 34: Line 34:
 
if obj.name == "Player" then  
 
if obj.name == "Player" then  
 
print(obj.name)
 
print(obj.name)
obj.texture = image
+
obj.texture = image -- give it a texture
map.camera.Object=obj
+
map.camera.Object=obj -- set the camera to follow this object
map.camera:update()
+
map.camera:update() -- update the camera position
player=obj
+
player=obj -- pass the object and store it has player
 
end
 
end
 
end
 
end
Line 44: Line 44:
 
end
 
end
  
 +
-- code to draw the map
 
function love.draw()
 
function love.draw()
 
   local ftx, fty = math.floor(tx), math.floor(ty)
 
   local ftx, fty = math.floor(tx), math.floor(ty)
Line 53: Line 54:
 
end
 
end
  
 +
-- update method to move the player object
 
function love.update(dt)
 
function love.update(dt)
 
local difx = 0
 
local difx = 0
Line 79: Line 81:
 
 
 
if change==true then
 
if change==true then
map:forceRedraw()
+
map:forceRedraw() -- this will force the map to redraw after movement
 
end
 
end
  
Line 85: Line 87:
 
</syntaxhighlight>
 
</syntaxhighlight>
  
=Other Options=
+
=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:
 +
 
 +
[[File: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):
 +
 
 +
[[File:Tiled2.gif]]
 +
 
 +
The image above shows the wall and that my bounds layer is behind the main layer. This will hide the bounds layer.
 +
 
 +
Now to load this layer into your game, in the 'function love.load()' add the following line:
 +
 
 +
<syntaxhighlight lang=lua>
 +
bounds=map.layers["Bounds"]
 +
</syntaxhighlight>
 +
 
 +
=Checking for Tile Collision=
 +
Now find the 'function love.update()' you should have the following lines from the previous section to setup your tmx map in love:
 +
 
 +
<syntaxhighlight lang=lua>
 +
player.x = player.x-difx
 +
player.y = player.y-dify
 +
</syntaxhighlight>
 +
 
 +
These lines will move the player to the new position. We will now check that the new position is still in bounds. So add the following if statement after these two lines to get this:
 +
<syntaxhighlight lang=lua>
 +
player.x = player.x-difx
 +
player.y = player.y-dify
 +
 
 +
if checkbounds()~=true then
 +
    player.x = player.x+difx
 +
    player.y = player.y+dify
 +
end
 +
 
 +
</syntaxhighlight>
 +
 
 +
Remember in lua '~=' means not equal. We will now create a new method called check bounds. So add this new function into your code:
 +
<syntaxhighlight lang=lua>
 +
function checkbounds()
 +
    test = true
 +
    return test
 +
end
 +
</syntaxhighlight>
 +
 
 +
A this point, run your game to make sure you can still move. Then change the line 'test = true' to 'test = false'. Setting test to false should stop your player from moving all together.
 +
 
 +
Now in the cheeckbounds function, and after the 'test=true' line add this to record the player location and size:
 +
<syntaxhighlight lang=lua>
 +
function checkbounds()
 +
    test = true
 +
    playerrec = {X=player.x+5, Y=player.y,W=20,H=32}
 +
    return test
 +
end
 +
</syntaxhighlight>
 +
 
 +
I have used the value of 32 for the width and height of the player. You could also tweek these better suit your character, for example if you character is slim you could add 5 to the player X value and set the player width to 22 (ie remove 5 pixels from both sides).
 +
 
 +
Now we need to iterate through every tile in the bounds layer, so add the for loop below:
 +
 
 +
<syntaxhighlight lang=lua>
 +
function checkbounds()
 +
    test = true
 +
    playerrec = {X=player.x+5, Y=player.y,W=20,H=32}
 +
    for x, y, tile in bounds:iterate() do
 +
 
 +
    end
 +
    return test
 +
end
 +
</syntaxhighlight>
 +
 
 +
Now inside the for loop create another structure to hold the position and size of this tile:
 +
 
 +
<syntaxhighlight lang=lua>
 +
function checkbounds()
 +
    test = true
 +
    playerrec = {X=player.x+5, Y=player.y,W=20,H=32}
 +
    for x, y, tile in bounds:iterate() do
 +
 
 +
        tilerec = {X=x*32, Y=y*32,W=32,H=32}
 +
 
 +
    end
 +
    return test
 +
end
 +
</syntaxhighlight>
 +
 
 +
The above code uses the tile width and height of 32, yours may be different.
 +
 
 +
Now to test if they intersect:
 +
 
 +
<syntaxhighlight lang=lua>
 +
function checkbounds()
 +
    test = true
 +
    playerrec = {X=player.x+5, Y=player.y,W=20,H=32}
 +
    for x, y, tile in bounds:iterate() do
 +
 
 +
        tilerec = {X=x*32, Y=y*32,W=32,H=32}
 +
 
 +
        if  (playerrec["Y"] + playerrec["H"]  >  tilerec["Y"] )  and ( playerrec["Y"]  < tilerec["Y"] + tilerec["H"] )  and
 +
(playerrec["X"] + playerrec["W"]  >  tilerec["X"] )  and ( playerrec["X"]  < tilerec["X"] + tilerec["W"] ) then
 +
            test = false
 +
end
 +
 
 +
    end
 +
    return test
 +
end
 +
</syntaxhighlight>
 +
 
 +
You should now collide with any tile in your bounds layer.
 +
 
 +
=Collectables=
 +
In your object layer add some more objects, the image below shows the objects I have created. Notice that i have given each object a name, but the key is i have also given each one a type:
 +
 
 +
[[File:Tiled3.gif]]
 +
 
 +
You will need to have a sprite for each type of object, I will use a sprite for a coin, a key, and a heart for the health. You will need to store these sprites within your project folder. So within the 'function love.load()' add the following lines to read in your sprite images:
 +
 
 +
<syntaxhighlight lang=lua>
 +
  coin = love.graphics.newImage("coin.png")
 +
  heart = love.graphics.newImage("heart.png")
 +
  key = love.graphics.newImage("key.png")
 +
</syntaxhighlight>
 +
 
 +
Make sure the above code is before the 'for' loop.
 +
 
 +
Now to give the objects on the map a texture. Find this section in the 'function love.load()':
 +
 
 +
<syntaxhighlight lang=lua>
 +
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
 +
</syntaxhighlight>
 +
 
 +
The if statement 'if obj.name == "Player" then' will find the player object, remember we set the type of the collectables and we will use this instead. So after this 'if' statement add the additional code as below:
 +
 
 +
<syntaxhighlight lang=lua>
 +
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
 +
else
 +
if obj.type == "Coin" then
 +
obj.texture = coin
 +
elseif obj.type == "Key" then
 +
obj.texture = key
 +
elseif obj.type == "Health" then
 +
obj.texture = heart
 +
end
 +
end
 +
end
 +
  end
 +
  end
 +
</syntaxhighlight>
 +
 
 +
Your collectables should now appear on your map when you run the game.
 +
 
 +
=Checking Collectables=
 +
We will need to create a new function called 'checkcollectables':
 +
<syntaxhighlight lang=lua>
 +
function checkcollectables()
 +
playerrec = {X=player.x, Y=player.y,W=32,H=32}
 +
layer = map.layers["Object Layer 1"]
 +
end
 +
</syntaxhighlight>
 +
 
 +
To start with, above I have added the code to store the player position and also have loaded the object layer. Now we need to iterate through every object in the object layer, to do this you should get:
 +
 
 +
<syntaxhighlight lang=lua>
 +
function checkcollectables()
 +
    playerrec = {X=player.x, Y=player.y,W=32,H=32}
 +
    layer = map.layers["Object Layer 1"]
 +
    for _, obj in pairs(layer.objects) do
 +
        if obj.name~="Player" and obj.visible then
 +
 
 +
        end
 +
    end
 +
end
 +
</syntaxhighlight>
 +
 
 +
The code above will iterate through each object, it will be called 'obj' within the for loop. I have also included a if state to make sure the object is not the player (the player will collide with itself) and also that the object is visible. When the collectable is collected we will make the visible = false.
 +
 
 +
Now inside the if statement we can check the position of the object and the player:
 +
 
 +
<syntaxhighlight lang=lua>
 +
function checkcollectables()
 +
    playerrec = {X=player.x, Y=player.y,W=32,H=32}
 +
    layer = map.layers["Object Layer 1"]
 +
    for _, obj in pairs(layer.objects) do
 +
        if obj.name~="Player" and obj.visible then
 +
            if  (playerrec["Y"] + playerrec["H"]  >  obj.y )  and ( playerrec["Y"]  < obj.y + obj.height )  and
 +
                (playerrec["X"] + playerrec["W"]  >  obj.x )  and ( playerrec["X"]  < obj.x + obj.width ) then
 +
 +
                obj.visible=false
 +
                print("Object collision")
 +
            end
 +
        end
 +
    end
 +
end
 +
</syntaxhighlight>
 +
 
 +
The added if statement above is taken from the checkbounds method, and I have changed it so that it uses the values from 'obj'. If we have collided with the collectable the object will be set to invisible by the code 'obj.visible=false'. Instead of just printing 'Object Collision' you could if the health was collected, increase the health in the game. If it was a coin you could add to the coin count within the game etc....
 +
 
 +
=Other TMX Loader Options=
 
For example the STI project: [https://github.com/karai17/Simple-Tiled-Implementation STI]
 
For example the STI project: [https://github.com/karai17/Simple-Tiled-Implementation STI]
  
 
Setup tutorial: [https://github.com/karai17/Simple-Tiled-Implementation/blob/master/tutorials/01-introduction-to-sti.md Tutorial]
 
Setup tutorial: [https://github.com/karai17/Simple-Tiled-Implementation/blob/master/tutorials/01-introduction-to-sti.md Tutorial]

Latest revision as of 10:38, 12 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

The image above shows the wall and that my bounds layer is behind the main layer. This will hide the bounds layer.

Now to load this layer into your game, in the 'function love.load()' add the following line:

bounds=map.layers["Bounds"]

Checking for Tile Collision

Now find the 'function love.update()' you should have the following lines from the previous section to setup your tmx map in love:

player.x = player.x-difx
player.y = player.y-dify

These lines will move the player to the new position. We will now check that the new position is still in bounds. So add the following if statement after these two lines to get this:

player.x = player.x-difx
player.y = player.y-dify

if checkbounds()~=true then
    player.x = player.x+difx
    player.y = player.y+dify
end

Remember in lua '~=' means not equal. We will now create a new method called check bounds. So add this new function into your code:

function checkbounds()
    test = true
    return test
end

A this point, run your game to make sure you can still move. Then change the line 'test = true' to 'test = false'. Setting test to false should stop your player from moving all together.

Now in the cheeckbounds function, and after the 'test=true' line add this to record the player location and size:

function checkbounds()
    test = true
    playerrec = {X=player.x+5, Y=player.y,W=20,H=32}
    return test
end

I have used the value of 32 for the width and height of the player. You could also tweek these better suit your character, for example if you character is slim you could add 5 to the player X value and set the player width to 22 (ie remove 5 pixels from both sides).

Now we need to iterate through every tile in the bounds layer, so add the for loop below:

function checkbounds()
    test = true
    playerrec = {X=player.x+5, Y=player.y,W=20,H=32}
    for x, y, tile in bounds:iterate() do

    end
    return test
end

Now inside the for loop create another structure to hold the position and size of this tile:

function checkbounds()
    test = true
    playerrec = {X=player.x+5, Y=player.y,W=20,H=32}
    for x, y, tile in bounds:iterate() do

        tilerec = {X=x*32, Y=y*32,W=32,H=32}

    end
    return test
end

The above code uses the tile width and height of 32, yours may be different.

Now to test if they intersect:

function checkbounds()
    test = true
    playerrec = {X=player.x+5, Y=player.y,W=20,H=32}
    for x, y, tile in bounds:iterate() do

        tilerec = {X=x*32, Y=y*32,W=32,H=32}

        if  (playerrec["Y"] + playerrec["H"]  >  tilerec["Y"] )  and ( playerrec["Y"]  < tilerec["Y"] + tilerec["H"] )  and
		(playerrec["X"] + playerrec["W"]  >  tilerec["X"] )  and ( playerrec["X"]  < tilerec["X"] + tilerec["W"] ) then
            test = false
	end

    end
    return test
end

You should now collide with any tile in your bounds layer.

Collectables

In your object layer add some more objects, the image below shows the objects I have created. Notice that i have given each object a name, but the key is i have also given each one a type:

Tiled3.gif

You will need to have a sprite for each type of object, I will use a sprite for a coin, a key, and a heart for the health. You will need to store these sprites within your project folder. So within the 'function love.load()' add the following lines to read in your sprite images:

  coin = love.graphics.newImage("coin.png")
  heart = love.graphics.newImage("heart.png")
  key = love.graphics.newImage("key.png")

Make sure the above code is before the 'for' loop.

Now to give the objects on the map a texture. Find this section in the 'function love.load()':

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

The if statement 'if obj.name == "Player" then' will find the player object, remember we set the type of the collectables and we will use this instead. So after this 'if' statement add the additional code as below:

 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
			else
				if obj.type == "Coin" then
					obj.texture = coin
				elseif obj.type == "Key" then
					obj.texture = key
				elseif obj.type == "Health" then
					obj.texture = heart
				end
			end
		end
   end
  end

Your collectables should now appear on your map when you run the game.

Checking Collectables

We will need to create a new function called 'checkcollectables':

function checkcollectables()
	playerrec = {X=player.x, Y=player.y,W=32,H=32}
	layer = map.layers["Object Layer 1"]
end

To start with, above I have added the code to store the player position and also have loaded the object layer. Now we need to iterate through every object in the object layer, to do this you should get:

function checkcollectables()
    playerrec = {X=player.x, Y=player.y,W=32,H=32}
    layer = map.layers["Object Layer 1"]
    for _, obj in pairs(layer.objects) do
        if obj.name~="Player" and obj.visible then

        end
    end
end

The code above will iterate through each object, it will be called 'obj' within the for loop. I have also included a if state to make sure the object is not the player (the player will collide with itself) and also that the object is visible. When the collectable is collected we will make the visible = false.

Now inside the if statement we can check the position of the object and the player:

function checkcollectables()
    playerrec = {X=player.x, Y=player.y,W=32,H=32}
    layer = map.layers["Object Layer 1"]
    for _, obj in pairs(layer.objects) do
        if obj.name~="Player" and obj.visible then
            if  (playerrec["Y"] + playerrec["H"]  >  obj.y )  and ( playerrec["Y"]  < obj.y + obj.height )  and
                (playerrec["X"] + playerrec["W"]  >  obj.x )  and ( playerrec["X"]  < obj.x + obj.width ) then
				
                obj.visible=false
                print("Object collision")
            end
        end
    end
end

The added if statement above is taken from the checkbounds method, and I have changed it so that it uses the values from 'obj'. If we have collided with the collectable the object will be set to invisible by the code 'obj.visible=false'. Instead of just printing 'Object Collision' you could if the health was collected, increase the health in the game. If it was a coin you could add to the coin count within the game etc....

Other TMX Loader Options

For example the STI project: STI

Setup tutorial: Tutorial