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
note : for an alternative implementation see also http://love2d.org/forums/viewtopic.php?f=5&t=2097&hilit=tiled
Probably outdated, use this instead: https://github.com/karai17/Simple-Tiled-Implementation |
-- see https://love2d.org/wiki/TiledMapLoader for latest version
-- 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
local max = math.max
local min = math.min
local abs = math.abs
gTileMap_LayerInvisByName = {}
function TiledMap_Load (filepath,tilesize,spritepath_removeold,spritepath_prefix)
spritepath_removeold = spritepath_removeold or "../"
spritepath_prefix = spritepath_prefix or ""
kTileSize = tilesize or kTileSize 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_GetMapW () return gMapLayers.width end
function TiledMap_GetMapH () return gMapLayers.height end
-- returns the mapwidth actually used by tiles
function TiledMap_GetMapWUsed ()
local maxx = 0
local miny = 0
local maxy = 0
for layerid,layer in pairs(gMapLayers) do
if (type(layer) == "table") then for ty,row in pairs(layer) do
if (type(row) == "table") then for tx,t in pairs(row) do
if (t and t ~= kMapTileTypeEmpty) then
miny = min(miny,ty)
maxy = max(maxy,ty)
maxx = max(maxx,tx)
end
end end
end end
end
return maxx + 1,miny,maxy+1
end
-- x,y= position for nearest-distance(square,not round), z= layer, maxrad= optional limit for searching
-- returns x,y
-- if x,y can be far outside map, set a sensible maxrad, otherwise it'll get very slow since searching outside map isn't optimized
function TiledMap_GetNearestTileByTypeOnLayer (x,y,z,iTileType,maxrad)
local w = TiledMap_GetMapW()
local h = TiledMap_GetMapW()
local maxrad2 = max(x,w-x,y,h-y) if (maxrad) then maxrad2 = min(maxrad2,maxrad) end
if (TiledMap_GetMapTile(x,y,z) == iTileType) then return x,y end
for r = 1,maxrad2 do
for i=-r,r do
local xa,ya = x+i,y-r if (TiledMap_GetMapTile(xa,ya,z) == iTileType) then return xa,ya end -- top
local xa,ya = x+i,y+r if (TiledMap_GetMapTile(xa,ya,z) == iTileType) then return xa,ya end -- bot
local xa,ya = x-r,y+i if (TiledMap_GetMapTile(xa,ya,z) == iTileType) then return xa,ya end -- left
local xa,ya = x+r,y+i if (TiledMap_GetMapTile(xa,ya,z) == iTileType) then return xa,ya end -- right
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_SetMapTile (tx,ty,layerid,v) -- coords in tiles
local row = gMapLayers[layerid][ty]
if (not row) then row = {} gMapLayers[layerid][ty] = row end
row[tx] = v
end
-- todo : maybe optimize during parse xml for types registered as to-be-listed before parsing ?
function TiledMap_ListAllOfTypeOnLayer (layerid,iTileType)
local res = {}
local w = TiledMap_GetMapW()
local h = TiledMap_GetMapH()
for x=0,w-1 do
for y=0,h-1 do
if (TiledMap_GetMapTile(x,y,layerid) == iTileType) then table.insert(res,{x=x,y=y}) end
end
end
return res
end
function TiledMap_GetLayerZByName (layername) for z,layer in ipairs(gMapLayers) do if (layer.name == layername) then return z end end end
function TiledMap_SetLayerInvisByName (layername) gTileMap_LayerInvisByName[layername] = true end
function TiledMap_IsLayerVisible (z)
local layer = gMapLayers[z]
return layer and (not gTileMap_LayerInvisByName[layer.name or "?"])
end
function TiledMap_GetTilePosUnderMouse (mx,my,camx,camy)
return floor((mx+camx-love.graphics.getWidth()/2)/kTileSize),
floor((my+camy-love.graphics.getHeight()/2)/kTileSize)
end
function TiledMap_DrawNearCam (camx,camy,fun_layercallback)
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
if (fun_layercallback) then fun_layercallback(z,gMapLayers[z]) end
if (TiledMap_IsLayerVisible(z)) then
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
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 = {}
layers.width = 0
layers.height = 0
for k, sub in ipairs(node) do
if (sub.label == "layer") then -- and sub.xarg.name == layer_name
layers.width = max(layers.width ,tonumber(sub.xarg.width ) or 0)
layers.height = max(layers.height,tonumber(sub.xarg.height) or 0)
local layer = {}
table.insert(layers,layer)
layer.name = sub.xarg.name
--~ print("layername",layer.name)
width = tonumber(sub.xarg.width)
i = 0
j = 0
for l, child in ipairs(sub[1]) do
if (j == 0) then
layer[i] = {}
end
layer[i][j] = tonumber(child.xarg.gid)
j = j + 1
if j >= width then
j = 0
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
usage demo
(see zip file in forum for map files and graphics)
-- small demo for TiledMap loader
love.filesystem.load("tiledmap.lua")()
gKeyPressed = {}
gCamX,gCamY = 100,100
function love.load()
TiledMap_Load("map/map01.tmx")
end
function love.keyreleased( key )
gKeyPressed[key] = nil
end
function love.keypressed( key, unicode )
gKeyPressed[key] = true
if (key == "escape") then os.exit(0) end
if (key == " ") then -- space = next map
gMapNum = (gMapNum or 1) + 1
if (gMapNum > 10) then gMapNum = 1 end
TiledMap_Load(string.format("map/map%02d.tmx",gMapNum))
gCamX,gCamY = 100,100
end
end
function love.update( dt )
local s = 500*dt
if (gKeyPressed.up) then gCamY = gCamY - s end
if (gKeyPressed.down) then gCamY = gCamY + s end
if (gKeyPressed.left) then gCamX = gCamX - s end
if (gKeyPressed.right) then gCamX = gCamX + s end
end
function love.draw()
love.graphics.print('arrow-keys=scroll, space=next map', 50, 50)
love.graphics.setBackgroundColor(0x80,0x80,0x80)
TiledMap_DrawNearCam(gCamX,gCamY)
end