Simple Tiled Implementation - STI v1.2.3.0

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NightKawata
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Re: Simple Tiled Implementation - STI v0.14.1.12

Post by NightKawata »

I usually download the repo into a folder called "sti," and with Lua, you can actually just require "sti" and it'll automatically find an init.lua file for ya.

You can do that with folders as long as you've got an init.lua inside of one!
So yeah, just grab that repo, drop it into a folder name of your choice, and just require it up, dog!

Good luck out there.
"I view Python for game usage about the same as going fishing with a stick of dynamite. It will do the job but it's big, noisy, you'll probably get soaking wet and you've still got to get the damn fish out of the water." -taylor
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Karai17
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Re: Simple Tiled Implementation - STI v0.14.1.12

Post by Karai17 »

There is none. With Lua you can require a directory if that directory has an init.lua in it.
STI - An awesome Tiled library
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zugende
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Re: Simple Tiled Implementation - STI v0.14.1.12

Post by zugende »

Ahhh, thanks NightKawata and Karai17. I did not thought of that.

Thanks again,
zugende
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Re: Simple Tiled Implementation - STI v0.14.1.12

Post by premek »

zugende wrote:Hi everyone,
not sure If i missed something..but I can't find the sti.lua file. Can someone help me? :crazy:
Thaaanks a lot!
Best
Basti
Hi, I think you need to download everything into a folder called "sti" and then use it like this:
local sti = require "sti"
or
local sti = require "lib.sti"
if you have your sti folder in lib folder and so on
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Rishavs
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Re: Simple Tiled Implementation - STI v0.14.1.12

Post by Rishavs »

Hi quick question

Any idea how can I dump the stitched tilemap into an image/texture ?
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Karai17
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Re: Simple Tiled Implementation - STI v0.14.1.12

Post by Karai17 »

draw the whole map to a large canvas then save the canvas
STI - An awesome Tiled library
LÖVE3D - A 3D library for LÖVE 0.10+

Dev Blog | GitHub | excessive ❤ moé
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zugende
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Re: Simple Tiled Implementation - STI v0.14.1.12

Post by zugende »

Hi everybody,

I want to update a tile but can't get it to work. What am I missing?
When mouse clicked, this code is fired(line 77):

Code: Select all

map.layers[1].data[tiley][tilex].gid = 9
Now, when I click again I can see that the gid changed correctly to 9 but the image is not updated..why?
tile_test.love
Simple STI test. (Warning: messy code)
(69.49 KiB) Downloaded 104 times
Thanks a lot for your help!!
Best
zugende
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Karai17
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Re: Simple Tiled Implementation - STI v0.14.1.12

Post by Karai17 »

You need to update the spirit batch. Instead of changing the gid, you want to update the whole tile using the tiles table, then update the sprite batch
STI - An awesome Tiled library
LÖVE3D - A 3D library for LÖVE 0.10+

Dev Blog | GitHub | excessive ❤ moé
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zugende
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Re: Simple Tiled Implementation - STI v0.14.1.12

Post by zugende »

Karai17 wrote:You need to update the spirit batch. Instead of changing the gid, you want to update the whole tile using the tiles table, then update the sprite batch
Thx for the fast response. But I guess I need some further help with that. :P

I can imagine that I need to use

Code: Select all

map.tileInstances[i][id].batch
and something like this

Code: Select all

map.layers[1].data[tiley][tilex] = map.tiles[id]
in order to get it work. But I somehow cant get it to work. Can you give me an example Karai17? :ultraglee:

Thanks a lot!
zugende
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Karai17
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Re: Simple Tiled Implementation - STI v0.14.1.12

Post by Karai17 »

Looks like you mostly have it. I think the batch id should be in the tile instance, so that will tell you exactly which part of the batch you need to update.
STI - An awesome Tiled library
LÖVE3D - A 3D library for LÖVE 0.10+

Dev Blog | GitHub | excessive ❤ moé
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