Search found 4 matches

by DudeJonte
Thu Oct 24, 2019 1:14 am
Forum: Support and Development
Topic: [SOLVED] Tiled collision maps help
Replies: 6
Views: 5725

Re: Tiled collision maps help

What is the difference between the map pixels that STI requires and the screen pixels that I was passing in? Your player coordinates are expressed in screen pixels, but STI requires map pixels, therefore you need to convert them, by dividing them by your scale factor, before sending them to STI's d...
by DudeJonte
Mon Oct 21, 2019 7:11 pm
Forum: Support and Development
Topic: [SOLVED] Tiled collision maps help
Replies: 6
Views: 5725

Re: Tiled collision maps help

OK, found the issue, thanks for attaching the project. The problem is that the coordinates that STI requires are map pixels, but you're passing screen pixels to it. Dividing the coordinates by mapScale does the trick: map:draw(-dx/mapScale, -dy/mapScale, mapScale, mapScale) You my friend, are a lif...
by DudeJonte
Sun Oct 20, 2019 10:31 pm
Forum: Support and Development
Topic: [SOLVED] Tiled collision maps help
Replies: 6
Views: 5725

Re: Tiled collision maps help

Here I have attached the entire project file plus some images that were supposed to go into the post above. Have a look and don't hesitate to ask if anything is unclear to you. I really appreciate any help :awesome:
by DudeJonte
Sun Oct 20, 2019 1:57 pm
Forum: Support and Development
Topic: [SOLVED] Tiled collision maps help
Replies: 6
Views: 5725

[SOLVED] Tiled collision maps help

Hello dear forum users. Please have mercy on my soul if you dare to help me, as I am new to both Lua and Love2d. I am currently working on a top-down rpg zelda clone-ish. I will try to only show relevant pieces of code so you don't have to look at all of it :P Importing the map is done via STI. It i...