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

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(Setup)
(Setup)
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
  

Revision as of 15:35, 29 December 2020

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

Other Options

For example the STI project: STI

Setup tutorial: Tutorial