Advanced Tiled Loader - No longer maintained
Re: Advanced Tiled Loader - Updated to 0.12.1!
I don't think there is an "easy" way, but I may be wrong. What are you trying to do, specifically?
STI - An awesome Tiled library
LÖVE3D - A 3D library for LÖVE 0.10+
Dev Blog | GitHub | excessive ❤ moé
LÖVE3D - A 3D library for LÖVE 0.10+
Dev Blog | GitHub | excessive ❤ moé
Re: Advanced Tiled Loader - Updated to 0.12.1!
One way I can think of is to get the bounding box of the polygon. Then get the range of tiles covered by the bounding box and do: tile = tilelayer(x,y) to get the tiles under the object.NiliusJulius wrote:Could anyone help with this?NiliusJulius wrote:So I have been testing several things with ATL. I found ATL today and I must say I like it a lot.
What I would like to know however is the following:
Is it possible to see if a tile has an object 'on top' of it?
For example, I have a tile layer and I want to know from that specific tile if a polygon is covering that tile.
Is there an easy way to do this?
Re: Advanced Tiled Loader - Updated to 0.12.1!
That would probably be one of the better ways to go about it.
STI - An awesome Tiled library
LÖVE3D - A 3D library for LÖVE 0.10+
Dev Blog | GitHub | excessive ❤ moé
LÖVE3D - A 3D library for LÖVE 0.10+
Dev Blog | GitHub | excessive ❤ moé
Re: Advanced Tiled Loader - Updated to 0.12.1!
Could you make a YouTube Tutorial on how to use the Loader to make a 2D Platformer?
Re: Advanced Tiled Loader - Updated to 0.12.1!
If you are okay with reading, then read this tutorial:
Platform game programming tutorial
It uses Advanced Tiled Loader.
Platform game programming tutorial
It uses Advanced Tiled Loader.
Check out my blog on gamedev
Re: Advanced Tiled Loader - Updated to 0.12.1!
Not to hijack Kadoba's thunder, but I made a fork of this. It's a rewrite, but the internal table structures are mostly the same as before. I dropped things which made the code complex such as view culling and drawing individual tiles (Every tilelayer uses spritebatches now). Saving is not supported currently.
* See branch v0.2 for ability to limit draw range
https://github.com/markandgo/Advanced-Tiled-Loader
EDIT: You can now save maps
EDIT2: Added basic support for staggered orientation
EDIT3: Added demo
EDIT4: (2013/12/4) Stable release! No docs yet sorry. Demo included in repository.
Things that are new:
- Ellipses actually look like ellipses instead of boxes
- Class module to make it easier to extend classes
- Improved draw range control
- Staggered map support
https://github.com/markandgo/Advanced-Tiled-Loader
EDIT: You can now save maps
EDIT2: Added basic support for staggered orientation
EDIT3: Added demo
EDIT4: (2013/12/4) Stable release! No docs yet sorry. Demo included in repository.
Things that are new:
- Ellipses actually look like ellipses instead of boxes
- Class module to make it easier to extend classes
- Improved draw range control
- Staggered map support
Last edited by markgo on Wed Dec 04, 2013 3:59 pm, edited 5 times in total.
- Daniel Eakins
- Citizen
- Posts: 99
- Joined: Thu Jul 18, 2013 9:14 pm
- Location: France
Re: Advanced Tiled Loader - Updated to 0.12.1!
Are the function names different? Without documentation this is pretty much unusable for many users.markgo wrote:Not to hijack Kadoba's thunder, but I made a fork of this. It's a rewrite, but the internal table structures are mostly the same as before. I dropped things which made the code complex such as view culling and drawing individual tiles (Every tilelayer uses spritebatches now). Saving is not supported currently.
https://github.com/markandgo/Advanced-Tiled-Loader
EDIT: You can now save maps
EDIT2: Added basic support for staggered orientation
Re: Advanced Tiled Loader - Updated to 0.12.1!
@Daniel Eakins
It's currently WIP, but when it gets more stable, I'll whip up a demo and docs.
It's currently WIP, but when it gets more stable, I'll whip up a demo and docs.
- Daniel Eakins
- Citizen
- Posts: 99
- Joined: Thu Jul 18, 2013 9:14 pm
- Location: France
Re: Advanced Tiled Loader - Updated to 0.12.1!
Thanks!markgo wrote:@Daniel Eakins
It's currently WIP, but when it gets more stable, I'll whip up a demo and docs.
Re: Advanced Tiled Loader - Updated to 0.12.1!
Ugh I have problem with reworked ATL for 0.9.
Everything was fine with 0.8
AdvTiledLoader/Map.lua:188: attempt to call field 'tileData' (a nil value)
from using this code
From Map.luaI have no idea what could go wrong.
Any ideas?
Everything was fine with 0.8
AdvTiledLoader/Map.lua:188: attempt to call field 'tileData' (a nil value)
from using this code
Code: Select all
function isColliding(map, x, y)
local tileX, tileY = math.floor(x / map.tileWidth), math.floor(y / map.tileHeight)
local tile = map("walls", tileX, tileY)
return not(tile == nil)
end
Code: Select all
function Map:__call(layerName, x, y)
return self.tileLayers.tileData(x,y)
end
Any ideas?
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