Advanced Tiled Loader, originally by Casey Baxter, updated by monolified aka ingsoc451 (monolified's repo is lost)

monolifed 4c57aa5e7a save/load colors better hace 4 años
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Loader.lua 4c57aa5e7a save/load colors better hace 4 años
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README.md

#Advanced Tiled Loader

Advanced Tiled Loader (ATL) loads and renders Tiled maps inside of the Löve2D game framework.

ATL is no longer being actively developed. Please consider using an alternative library such as STI.

Supported features include:

  • Multiple Layers
  • All object types (regular, polygon, and tile)
  • Properties
  • Transparent colors
  • Margins and spacing
  • External tilesets
  • zlib/gzip compression
  • Isometric maps
  • Flipped and rotated tiles
  • Saving loaded maps

Example files can be found at https://github.com/Kadoba/Advanced-Tiled-Loader-Examples


Quick Example


-- Gets the loader
loader = require("AdvTiledLoader/loader.lua")

 -- Path to the tmx files. The file structure must be similar to how they are saved in Tiled
loader.path = "maps/"

 -- Loads the map file and returns it
map = loader.load("desert.tmx")

-- Draws the map
map:draw()

-- Limits the drawing range of the map. Important for performance
map:setDrawRange(0,0,love.graphics.getWidth(), love.graphics.getHeight())

-- Automatically sets the drawing range to the size of the screen.
map:autoDrawRange(tx, ty, scale, padding)

-- Accessing individual layers
map.layers["layer name"]

-- A shortcut for accessing specific layers
map("layer name")

-- Finding a specific tile
map.layers["layer name"]:get(5,5)

-- A shortcut for finding a specific tile
map("layer name")(5,5)

-- Iterating over all tiles in a layer
for x, y, tile in map("layer name"):iterate() do
   print( string.format("Tile at (%d,%d) has an id of %d", x, y, tile.id) )
end

-- Iterating over all objects in a layer
for i, obj in pairs( map("object layer").objects ) do
	print( "Hi, my name is " .. obj.name )
end

-- Find all objects of a specific type in all layers
for _, layer in pairs(map.layers) do
   if layer.class == "ObjectLayer" then
		for _, obj in pairs(player.objects) do
			if obj.type == "enemy" then print(obj.name) end
		end
   end
end

-- draw the tile with the id 4 at (100,100)
map.tiles[4]:draw(100,100)

-- Access the tile's properties set by Tiled
map.tiles[4].properties

-- Turns off drawing of non-tiled objects.
map.drawObjects = false