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Simple Tiled Implementation is a Tiled map loader and renderer designed for the awesome LÖVE framework. Please read the documentation to learn how it works, or check out this handy tutorial I wrote! The tutorial might be a bit out of date so be sure to check the documentation if there are any issues.
-- This example uses the included Box2D (love.physics) plugin!!
local sti = require "sti"
function love.load()
-- Grab window size
windowWidth = love.graphics.getWidth()
windowHeight = love.graphics.getHeight()
-- Set world meter size (in pixels)
love.physics.setMeter(32)
-- Load a map exported to Lua from Tiled
map = sti("assets/maps/map01.lua", { "box2d" })
-- Prepare physics world with horizontal and vertical gravity
world = love.physics.newWorld(0, 0)
-- Prepare collision objects
map:box2d_init(world)
-- Create a Custom Layer
map:addCustomLayer("Sprite Layer", 3)
-- Add data to Custom Layer
local spriteLayer = map.layers["Sprite Layer"]
spriteLayer.sprites = {
player = {
image = love.graphics.newImage("assets/sprites/player.png"),
x = 64,
y = 64,
r = 0,
}
}
-- Update callback for Custom Layer
function spriteLayer:update(dt)
for _, sprite in pairs(self.sprites) do
sprite.r = sprite.r + math.rad(90 * dt)
end
end
-- Draw callback for Custom Layer
function spriteLayer:draw()
for _, sprite in pairs(self.sprites) do
local x = math.floor(sprite.x)
local y = math.floor(sprite.y)
local r = sprite.r
love.graphics.draw(sprite.image, x, y, r)
end
end
end
function love.update(dt)
map:update(dt)
end
function love.draw()
-- Draw the map and all objects within
love.graphics.setColor(255, 255, 255)
map:draw()
-- Draw Collision Map (useful for debugging)
love.graphics.setColor(255, 0, 0)
map:box2d_draw()
-- Please note that map:draw, map:box2d_draw, and map:bump_draw take
-- translate and scale arguments (tx, ty, sx, sy) for when you want to
-- grow, shrink, or reposition your map on screen.
end
This library recommends LÖVE 11.0 and Tiled 0.18. If you are updating from an older version of Tiled, please re-export your Lua map files.
This code is licensed under the MIT/X11 Open Source License. Check out the LICENSE file for more information.