Difference between revisions of "Love - Using a TMX Map"
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scale = 2 -- Adjust zoom with this | scale = 2 -- Adjust zoom with this | ||
− | image=love.graphics.newImage("Maps/test.png") | + | 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 | for _, layer in pairs(map.layers) do | ||
if layer.class == "ObjectLayer" then | if layer.class == "ObjectLayer" then | ||
Line 36: | Line 38: | ||
map.camera:update() | map.camera:update() | ||
player=obj | player=obj | ||
− | |||
− | |||
− | |||
− | |||
end | end | ||
end | end | ||
Line 86: | Line 84: | ||
end | end | ||
</syntaxhighlight> | </syntaxhighlight> | ||
− | |||
=Other Options= | =Other Options= |
Revision as of 15:32, 29 December 2020
Advanced Tiled Loader
Have a look at his GitHub repository:
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
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
map.camera.Object=obj
map.camera:update()
player=obj
end
end
end
end
end
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
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()
end
end
Other Options
For example the STI project: STI
Setup tutorial: Tutorial