In 0.5.0, this can be achieved with the draws function.
http://love2d.org/docs/love_graphics_draws_1.html
Or are you playing with the 0.6.0 builds?
--
When I was working with 0.5.0, the editor I created saved tilemaps in the following format.
map = {}
map.tileset = love.graphics.newImage("Graphics/Tilesets/001.png", love.image_optimize)
map.tiles = {}
map.tiles.background = {}
-- // X-Pos, Y-Pos, X-Offset, Y-Offset, Width, Height, Passable (0/1).
map.tiles.background[1] = {16, 16, 0, 0, 32, 32, 0}
map.tiles.background[2] = {48, 16, 0, 0, 32, 32, 0}
map.tiles.background[3] = {80, 16, 0, 0, 32, 32, 0}
map.tiles.background[4] = {112, 16, 0, 0, 32, 32, 0}
The background layer was then drawn as follows.
-- Draw background tile layer.
for i,v in ipairs(map.tiles.background) do
love.graphics.draws(map.tileset, map.tiles.background[1], map.tiles.background[2], map.tiles.background[3], map.tiles.background[4], map.tiles.background[5], map.tiles.background[6])
if debug.grid == 1 then
if map.tiles.background[7] == 0 then
-- Passable tiles.
love.graphics.setColor(255, 255, 255)
love.graphics.rectangle(1, map.tiles.background[1]-16, map.tiles.background[2]-16, 32, 32)
elseif map.tiles.background[7] == 1 then
-- Impassable tiles.
love.graphics.setColor(255, 0, 0)
love.graphics.rectangle(1, map.tiles.background[i][1]-16, map.tiles.background[i][2]-16, 32, 32)
love.graphics.setColor(255, 255, 255)
end
end
end
Whilst this is quite possibly horribly inefficient, I was getting 700FPS on a full map with vsync disabled. Additional tile layers posed close to zero performance issues.