TiledMapLoader
loader for Tiled (mapeditor) map files.
see this forum thread for demo.zip : http://love2d.org/forums/viewtopic.php?f=5&t=2411&p=25929#p25929
-- loader for "tiled" map editor maps (.tmx,xml-based) http://www.mapeditor.org/
-- supports multiple layers
-- NOTE : function ReplaceMapTileClass (tx,ty,oldTileType,newTileType,fun_callback) end
-- NOTE : function TransmuteMap (from_to_table) end -- from_to_table[old]=new
-- NOTE : function GetMousePosOnMap () return gMouseX+gCamX-gScreenW/2,gMouseY+gCamY-gScreenH/2 end
kTileSize = 32
kMapTileTypeEmpty = 0
local floor = math.floor
local ceil = math.ceil
function TiledMap_Load (filepath,tilesize,spritepath_removeold,spritepath_prefix)
spritepath_removeold = spritepath_removeold or "../"
spritepath_prefix = spritepath_prefix or ""
kTileSize = tilesize or 32
gTileGfx = {}
local tiletype,layers = TiledMap_Parse(filepath)
gMapLayers = layers
for first_gid,path in pairs(tiletype) do
path = spritepath_prefix .. string.gsub(path,"^"..string.gsub(spritepath_removeold,"%.","%%."),"")
local raw = love.image.newImageData(path)
local w,h = raw:getWidth(),raw:getHeight()
local gid = first_gid
local e = kTileSize
for y=0,floor(h/kTileSize)-1 do
for x=0,floor(w/kTileSize)-1 do
local sprite = love.image.newImageData(kTileSize,kTileSize)
sprite:paste(raw,0,0,x*e,y*e,e,e)
gTileGfx[gid] = love.graphics.newImage(sprite)
gid = gid + 1
end
end
end
end
function TiledMap_GetMapTile (tx,ty,layerid) -- coords in tiles
local row = gMapLayers[layerid][ty]
return row and row[tx] or kMapTileTypeEmpty
end
function TiledMap_DrawNearCam (camx,camy)
camx,camy = floor(camx),floor(camy)
local screen_w = love.graphics.getWidth()
local screen_h = love.graphics.getHeight()
local minx,maxx = floor((camx-screen_w/2)/kTileSize),ceil((camx+screen_w/2)/kTileSize)
local miny,maxy = floor((camy-screen_h/2)/kTileSize),ceil((camy+screen_h/2)/kTileSize)
for z = 1,#gMapLayers do
for x = minx,maxx do
for y = miny,maxy do
local gfx = gTileGfx[TiledMap_GetMapTile(x,y,z)]
if (gfx) then
local sx = x*kTileSize - camx + screen_w/2
local sy = y*kTileSize - camy + screen_h/2
love.graphics.draw(gfx,sx,sy) -- x, y, r, sx, sy, ox, oy
end
end
end
end
end
-- ***** ***** ***** ***** ***** xml parser
-- LoadXML from http://lua-users.org/wiki/LuaXml
function LoadXML(s)
local function LoadXML_parseargs(s)
local arg = {}
string.gsub(s, "(%w+)=([\"'])(.-)%2", function (w, _, a)
arg[w] = a
end)
return arg
end
local stack = {}
local top = {}
table.insert(stack, top)
local ni,c,label,xarg, empty
local i, j = 1, 1
while true do
ni,j,c,label,xarg, empty = string.find(s, "<(%/?)([%w:]+)(.-)(%/?)>", i)
if not ni then break end
local text = string.sub(s, i, ni-1)
if not string.find(text, "^%s*$") then
table.insert(top, text)
end
if empty == "/" then -- empty element tag
table.insert(top, {label=label, xarg=LoadXML_parseargs(xarg), empty=1})
elseif c == "" then -- start tag
top = {label=label, xarg=LoadXML_parseargs(xarg)}
table.insert(stack, top) -- new level
else -- end tag
local toclose = table.remove(stack) -- remove top
top = stack[#stack]
if #stack < 1 then
error("nothing to close with "..label)
end
if toclose.label ~= label then
error("trying to close "..toclose.label.." with "..label)
end
table.insert(top, toclose)
end
i = j+1
end
local text = string.sub(s, i)
if not string.find(text, "^%s*$") then
table.insert(stack[#stack], text)
end
if #stack > 1 then
error("unclosed "..stack[stack.n].label)
end
return stack[1]
end
-- ***** ***** ***** ***** ***** parsing the tilemap xml file
local function getTilesets(node)
local tiles = {}
for k, sub in ipairs(node) do
if (sub.label == "tileset") then
tiles[tonumber(sub.xarg.firstgid)] = sub[1].xarg.source
end
end
return tiles
end
local function getLayers(node)
local layers = {}
for k, sub in ipairs(node) do
if (sub.label == "layer") then -- and sub.xarg.name == layer_name
local layer = {}
table.insert(layers,layer)
width = tonumber(sub.xarg.width)
i = 1
j = 1
for l, child in ipairs(sub[1]) do
if (j == 1) then
layer[i] = {}
end
layer[i][j] = tonumber(child.xarg.gid)
j = j + 1
if j > width then
j = 1
i = i + 1
end
end
end
end
return layers
end
function TiledMap_Parse(filename)
local xml = LoadXML(love.filesystem.read(filename))
local tiles = getTilesets(xml[2])
local layers = getLayers(xml[2])
return tiles, layers
end