Advanced Tiled Loader - No longer maintained

Showcase your libraries, tools and other projects that help your fellow love users.
User avatar
Uhfgood
Prole
Posts: 35
Joined: Sat Jul 28, 2012 10:04 pm
Location: Oregon, US
Contact:

Re: Advanced Tiled Loader - Updated to 0.12.0!

Post by Uhfgood »

Thanks, I just put that code in and it works fine, so thanks again.
xenodora
Prole
Posts: 1
Joined: Sat Jan 26, 2013 5:02 pm

Re: Advanced Tiled Loader - Updated to 0.12.1!

Post by xenodora »

This is some code I wrote to convert all the rectangles, polygons, polylines and ellipses in an object layer into static shapes and import them into a love.physics world.

Code: Select all

function importObjectLayer(world, layer)
    for i = 1, #layer.objects do
        local obj = layer.objects[i]
        local shp = nil
        if obj.polyline then
            shp = love.physics.newChainShape(false, unpack(obj.polyline))
        elseif obj.polygon then
            shp = love.physics.newChainShape(true, unpack(obj.polygon))
        elseif obj.gid then
            --object is a tile, skip
            --todo: Consider reading the tile properties to determine if a special shape should be added.
        elseif obj.ellipse then
            if obj.width == obj.height then
                --proper circle
                local r = obj.width / 2
                shp = love.physics.newCircleShape(r, r, r)
            else
                --an ellipse
                local points = {}
                local xr = obj.width / 2
                local yr = obj.height / 2
                for i=1, 8 do
                    local ang = math.pi * 2 * i / 8
                    points[#points + 1] = xr * (1 + math.cos(ang))
                    points[#points + 1] = yr * (1 + math.sin(ang))
                end
                shp = love.physics.newChainShape(true, unpack(points))
            end
        else
            --rectangles
            --Don't use love.physics.newRectangleShape(), as it will create a rectangle centered around 0, 0.
            shp = love.physics.newPolygonShape(0, 0,  obj.width, 0,  obj.width, obj.height,  0, obj.height)
        end
        if shp ~= nil then
            local bdy = love.physics.newBody(world, obj.x, obj.y, "static")
            local fxt = love.physics.newFixture(bdy, shp)
        end
    end
end
The function can be called like this:

Code: Select all

love.physics.setMeter(32)
world = love.physics.newWorld(0, 0, true)
map = loader.load("somemap.tmx")
importObjectLayer(world, map("Obstructions"))
Love's physic engine can then be used to handle collision detection with the terrain or whatever else you decide to mark out.
User avatar
Kadoba
Party member
Posts: 399
Joined: Mon Jan 10, 2011 8:25 am
Location: Oklahoma

Re: Advanced Tiled Loader - Updated to 0.12.1!

Post by Kadoba »

Tiled 0.9.0 was released yesterday so between getting support for that and refactoring the loading and rendering code I'm going to be busy. I just wanted to let everyone know I'm hard at work on the next version.

Also thanks for the code xenodora. I'm still reviewing your commit on github.
User avatar
Uhfgood
Prole
Posts: 35
Joined: Sat Jul 28, 2012 10:04 pm
Location: Oregon, US
Contact:

Re: Advanced Tiled Loader - Updated to 0.12.1!

Post by Uhfgood »

Thanks for all the hard work Kadoba!
User avatar
Uhfgood
Prole
Posts: 35
Joined: Sat Jul 28, 2012 10:04 pm
Location: Oregon, US
Contact:

Re: Advanced Tiled Loader - Updated to 0.12.1!

Post by Uhfgood »

How does one currently access an object in an object layer?
User avatar
Kadoba
Party member
Posts: 399
Joined: Mon Jan 10, 2011 8:25 am
Location: Oklahoma

Re: Advanced Tiled Loader - Updated to 0.12.1!

Post by Kadoba »

Code: Select all

map("ObjectLayer").objects[number]
I believe the number is the order of placement inside Tiled.
User avatar
Kadoba
Party member
Posts: 399
Joined: Mon Jan 10, 2011 8:25 am
Location: Oklahoma

Re: Advanced Tiled Loader - Updated to 0.12.1!

Post by Kadoba »

Just a status update.

I've been working on the next version of ATL for a while now and I've decided to take it in a new direction. I want to put more of an emphasis as ATL as a loader and less on rendering. I've realized that ATL just tries to do too many things outside of its design scope and it really affects the complexity and maintainability of the library. That means I'm going to cut out a lot of fat. In some cases this will mean more work for the user. However I'm convinced that by narrowing the focus this will ultimately make ATL easier to understand, more flexible, and a better library overall.

The new loading system will make it possible to convert formats between tmx files, lua files, simple tables, and ATL maps. This means you can do things like turn exported lua map files back into the native tmx format or use ATL just for loading/saving map data and come up with your own rendering scheme.

Additionally, I am seriously considering dropping rendering support for isometric maps. From what I have experienced it is a rarely used feature and it has a high cost in terms of maintainability and code complexity. It will be possible to load/save between isometric files and simple tables, you just wont be able to turn them into renderable ATL maps.

It will likely be late next week before I finish the new version. Here's what the current patch notes for 0.13.0 looks like:
  • Removed rendering support for isometric maps
  • Loader.path and Loader.saveDirectory have been removed
  • Added Convert.lua to handle conversions between tmx, lua, tables, and ATL maps.
  • Added support for Tiled 0.9.0 features
  • Revamped rendering algorithm. Improved speeds significantly under certain conditions.
  • Revamped loading algorithm. Improved loading speeds and supports more formats.
  • Maps no longer keep track of the draw range. The values for it must be passed manually when calling draw functions.
  • Improved interface for flipped and rotated tiles.
Katherine1
Prole
Posts: 2
Joined: Fri Mar 22, 2013 5:24 am

Re: Advanced Tiled Loader - Updated to 0.12.1!

Post by Katherine1 »

I've been trying to learn to use ATL recently, and I have a situation where I need to know the first GID of one of the two tilesets attached to the map I'm loading. This seemed like it would be fairly straight forward. The map documentation says that tileset information is held in map.tilesets. When I try to access it, though, I get "Error: main.lua:26: attempt to call field 'tilesets' (a table value)"

I couldn't find anything in the documentation that would tell me how to get that information other that this, so anyone know how to actually do it?
User avatar
Kadoba
Party member
Posts: 399
Joined: Mon Jan 10, 2011 8:25 am
Location: Oklahoma

Re: Advanced Tiled Loader - Updated to 0.12.1!

Post by Kadoba »

It sounds like you're trying to call the tilesets table like a function.

Code: Select all

-- you might be doing this:
map.tilesets("tilesetname").firstgid

-- when you need to be doing this:
map.tilesets["tilesetname"].firstgid
Katherine1
Prole
Posts: 2
Joined: Fri Mar 22, 2013 5:24 am

Re: Advanced Tiled Loader - Updated to 0.12.1!

Post by Katherine1 »

Thank you. I'm still new to LUA, and it's little language details like that that seem to get me at the moment.
Post Reply

Who is online

Users browsing this forum: No registered users and 57 guests