Simple Tiled Implementation - STI v1.2.3.0
Re: Simple Tiled Implementation - STI v0.16.0.3
I used that, set up my map, Collidable = true on my object, Sprite is properly size, Nothing. Just fazes right thro it
http://xkcd.com/979/
Code: Select all
if signature = true then
print(signaturetext)
else
print("Error: Signature Not Found")
end
Re: Simple Tiled Implementation - STI v0.16.0.3
Make sure you're updating the physics world, too.
STI - An awesome Tiled library
LÖVE3D - A 3D library for LÖVE 0.10+
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Re: Simple Tiled Implementation - STI v0.16.0.3
Code: Select all
-- This example uses the default 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)
speed = 250
-- 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 = 88,
y = 200,
r = 0,
}
}
-- Update callback for Custom Layer
function spriteLayer:update(dt)
for _, sprite in pairs(self.sprites) do
if love.keyboard.isDown("right") then sprite.x = sprite.x + (speed * dt) end
if love.keyboard.isDown("left") then sprite.x = sprite.x - (speed * dt) end
if love.keyboard.isDown("down") then sprite.y = sprite.y + (speed * dt) end
if love.keyboard.isDown("up") then sprite.y = sprite.y - (speed * dt) end
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, 0.5, 0.5)
end
end
end
function love.update(dt)
map:update(dt)
end
function love.draw()
-- Translation would normally be based on a player's x/y
local translateX = 0
local translateY = 0
-- Draw Range culls unnecessary tiles
map:setDrawRange(translateX, translateY, windowWidth, windowHeight)
-- Draw the map and all objects within
map:draw()
-- Draw Collision Map (useful for debugging)
love.graphics.setColor(255, 0, 0, 255)
map:box2d_draw()
-- Reset color
love.graphics.setColor(255, 255, 255, 255)
end
http://xkcd.com/979/
Code: Select all
if signature = true then
print(signaturetext)
else
print("Error: Signature Not Found")
end
Re: Simple Tiled Implementation - STI v0.16.0.3
Oh, yeah, that example doesn't apply physics to the player. Check out the tech demo .love file in the OP, it should have some extra code in there.
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: Simple Tiled Implementation - STI v0.16.0.3
<snip>
Last edited by luaiscool on Wed Nov 30, 2016 9:39 pm, edited 1 time in total.
http://xkcd.com/979/
Code: Select all
if signature = true then
print(signaturetext)
else
print("Error: Signature Not Found")
end
Re: Simple Tiled Implementation - STI v0.16.0.3
Yeah, that tech demo uses an older version of STI.
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: Simple Tiled Implementation - STI v0.16.0.3
Thank you so much for your help, collisions are finally working. My Sprite's collisions are off of the actual image, I am trying to change the size.
I am so sorry for asking so many questions.
I am so sorry for asking so many questions.
http://xkcd.com/979/
Code: Select all
if signature = true then
print(signaturetext)
else
print("Error: Signature Not Found")
end
Re: Simple Tiled Implementation - STI v0.16.0.3
No worries try starting your spirit using love.graphics.draw's offset values
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: Simple Tiled Implementation - STI v0.16.0.3
Is there any sort of upper limit for the objects number in a layer that will be drawn?
Here's my level:
All the spikes, ladders and chests are objects.
Note the marked ones.
However, not every object is being drawn at run-time:
It's all just fine in Tiled as well as in saved map file (i.e. all objects are exported properly with no "visible=false" fields).
STI loads the level properly too: I can see just that with collision boxes being shown:
When I delete several objects, some of the ones that weren't drawn before begin to.
HOWEVER:
When I separate objects in 2 different layers the game draws every other object.
I've attached a *.love file which reproduces the issue. (Just stripped everything irrelevant off the map and the game itself => the amount of code which is unnecessary to reproduce the issue is overwhelming)
Here's my level:
All the spikes, ladders and chests are objects.
Note the marked ones.
However, not every object is being drawn at run-time:
It's all just fine in Tiled as well as in saved map file (i.e. all objects are exported properly with no "visible=false" fields).
STI loads the level properly too: I can see just that with collision boxes being shown:
When I delete several objects, some of the ones that weren't drawn before begin to.
HOWEVER:
When I separate objects in 2 different layers the game draws every other object.
I've attached a *.love file which reproduces the issue. (Just stripped everything irrelevant off the map and the game itself => the amount of code which is unnecessary to reproduce the issue is overwhelming)
- Attachments
-
- issue.love
- (124.04 KiB) Downloaded 120 times
Re: Simple Tiled Implementation - STI v0.16.0.3
That's definitely bizarre. There should be no limitations to number of objects drawn in a given frame. I'll look into this.
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
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