Simple Tiled Implementation - STI v1.2.3.0

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Karai17
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Re: Simple Tiled Implementation - STI v0.7.4

Post by Karai17 »

map.layers is a table of all the layers in your map. What that comment is suggesting is that you cannot change the tiles in a map (yet) since they are all batched and I haven't put any code in to update batches.
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Cryogenical
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Re: Simple Tiled Implementation - STI v0.7.4

Post by Cryogenical »

I think I'm missing a key component to this whole thing.

I've altered the act_x and act_y variables to what you earlier on suggested, and I've tried to put in the .data array, but even when I changed the act_y and act_x to y and x in the"if collision.data[player.act_y - 1][player.act_x] ~= 1 then" statements on the love.keypressed events, nothing still happened, but it didn't crash.
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Karai17
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Re: Simple Tiled Implementation - STI v0.7.4

Post by Karai17 »

I don't think you're tying the player's drawn location to act_x and act_y. When you update the player's location, you need to use that new data to determine where on the screen it is actually drawn.
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Cryogenical
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Re: Simple Tiled Implementation - STI v0.7.4

Post by Cryogenical »

Can I bother you to explain what each part of this means?

Code: Select all

function love.keypressed(key, isrepeat)
    if key == "up" then
        if collision.data[y - 1][x] ~= 1 then
            -- the block above us is not collidable, so we can walk there!
            player.act_y = player.act_y - 1
        end

        return
    end
end
From what I understand, the key would be the up arrow when pressed, the if statement occurs, if coordinate [y-1][x] (ie: 7,6) is within 1 (what does this 1 represent? a "within" barrier?)
then it'll execute your player's movement (act_y - 1) (in which the 1 would have to be a bigger number, probably 32 for pixel size of tile?)
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Karai17
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Re: Simple Tiled Implementation - STI v0.7.4

Post by Karai17 »

~= is "not equal to". If you check the data, you will see that all the values are either 0 or 1. 0 is the walkable space, 1 is the solid space.
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Cryogenical
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Re: Simple Tiled Implementation - STI v0.7.4

Post by Cryogenical »

In the map file, the tileset consists of many different numbers, not just 0s and 1s though? It's recognizing all other tiles as like 60s and 9s and 7s, etc.
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Karai17
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Re: Simple Tiled Implementation - STI v0.7.4

Post by Karai17 »

getCollisionMap() grabs a copy of a layer, converts all the non-zero tiles to 1, and returns it.
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Cryogenical
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Re: Simple Tiled Implementation - STI v0.7.4

Post by Cryogenical »

Code: Select all

function player.update(dt)
	player.act_y = player.act_y - ((player.act_y - player.grid_y) * player.speed * dt)
	player.act_x = player.act_x - ((player.act_x - player.grid_x) * player.speed * dt)
end
Is there something wrong with this formula?
I keep rubber-banding back to the starting position whenever I try to move.
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Karai17
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Re: Simple Tiled Implementation - STI v0.7.4

Post by Karai17 »

Code: Select all

function player.update(dt)
   if love.keyboard.isDown("up") then player.act_y = player.act_y - player.speed * dt end
   if love.keyboard.isDown("down") then player.act_y = player.act_y + player.speed * dt end
   if love.keyboard.isDown("left") then player.act_x = player.act_x - player.speed * dt end
   if love.keyboard.isDown("right") then player.act_x = player.act_x + player.speed * dt end
end
That will move you around at speed pixels per second
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Cryogenical
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Re: Simple Tiled Implementation - STI v0.7.4

Post by Cryogenical »

While so, it's not processing any sort of collision nor moving by tile. I have a very simple platformer that I created; so I do know how to move a player freely, but I just don't fully understand how to restrict the player's movement to a grid.

Can you add me on skype or something? I really want to understand this but I think I'm just missing some key points.
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