TILED Map Collision Using Physics

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jkash4
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TILED Map Collision Using Physics

Post by jkash4 »

I am working on a game and wish to know how to use TILED in conjunction with love 2d's built in physics module. I was thinking it would be something like:

Code: Select all

for i,v in ipairs(tile.properties.obstacle) do
v.body = love.physics.newBody(world, tile.x, tile.y, "static")
v.shape = love.physics.newRectangleShape(tile.width, tile.height)
v.fixture = love.physics.newFixture(v.body, v.shape, 1)
end
All help appreciated.
bekey
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Post by bekey »

-snip-
Last edited by bekey on Fri Jan 24, 2014 2:14 am, edited 1 time in total.
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jkash4
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Re: TILED Map Collision Using Physics

Post by jkash4 »

bekey wrote:Solution!
Thanks! But it's really laggy, I may have to do some optimization or if you had a lag issue and you fixed it, please post how.
Jpfed
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Re: TILED Map Collision Using Physics

Post by Jpfed »

Let's say your tiles are either solid or not. Here's some pseudocode for creating fewer physics shapes, by consolidating horizontally-adjacent tiles into larger rectangles.

More aggressive consolidation should be possible (e.g. rectangles that include tiles from more than one row), but I haven't figured out how to do it yet.

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Create one body B for the immobile tiles, with mass zero
For every row,
    Initialize a boolean PreviousSolid to false
    Initialize an int StartSolid to 0
    For every tile in this row,
        If this tile is solid and PreviousSolid is false
            set StartSolid to the X coordinate of this tile
        If PreviousSolid is true and (this is the last tile in the row OR this tile is not solid)
            create a new rectangle Shape
            with Y coordinates spanning from the top of this row to the bottom of this row
            with X coordinates spanning from StartShape to the X coordinate of this tile
            attach this shape to B
        PreviousSolid = this tile is solid
Whenever I mention "the X coordinate of this tile" or similar, you may need to do some +-0.5 tweakery depending on what conventions you are using for the size/placement of your tiles. But it gets the gist across.
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