Re: Simple Tiled Implementation - STI v0.16.0.3
Posted: Wed Nov 30, 2016 9:24 pm
I used that, set up my map, Collidable = true on my object, Sprite is properly size, Nothing. Just fazes right thro it
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