Collision Editor not working as expected

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2lostsouls
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Collision Editor not working as expected

Post by 2lostsouls » Thu Jun 13, 2019 11:12 pm

I have a tile set that I have used the collision editor. But when I put the furniture on the map my character walks through it anyway. I have put an image layer called collision and put furniture on it, I have used the object editor, I have rearranged the layers moving them around and still have the character walking through the furniture. I cannot find a good tutorial to show me how to use it correctly. Any help would be greatly appreciated. Thank you.

2lostsouls
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Re: Collision Editor not working as expected

Post by 2lostsouls » Fri Jun 14, 2019 4:50 pm

collision.png
collision.png (8.75 KiB) Viewed 176 times
Ok, not anyone is answering and I think it may be because I did not explain this properly. I used the collision editor and made squares around the images which I believe is what I am suppose to do to create the collision area. I then put an image layer on top of my background layer and added the four sprite images which make a desk. But as you can see on the picture, my character is still walking through it. I added the code that I use on my main.lua only because I am not sure if I am suppose to have something in there as well. It is very hard to find a tutorial on the new collision editor on tiled map editor.

My layers are as follows:
Background ( is a tile layer)
Furniture (is a tile layer)
Spawn Point ( is an object layer)

Here is the code from my Main.lua

Code: Select all

-- Include Simple Tiled Implementation into project
local sti = require "sti"

function love.load()
    -- Load map file
    map = sti("map.lua")
    

    -- Create new dynamic data layer called "Sprites" as the 3rd layer
    local layer = map:addCustomLayer("Sprites", 3)

    -- Get player spawn object
    local player
    for k, object in pairs(map.objects) do
        if object.name == "Player" then
            player = object
            break
        end
    end
    
  

    -- Create player object
    local sprite = love.graphics.newImage("sprite.png")
    img = love.graphics.newQuad(0, 0, 32, 64, sprite:getDimensions())
    layer.player = {
    sprite = sprite,
        x      = player.x,
        y      = player.y,
        ox     = sprite:getWidth() / 2,
        oy     = sprite:getHeight() / 1.35
  }
    
    

    -- Add controls to player
    layer.update = function(self, dt)
        -- 96 pixels per second
        local speed = 96

        -- Move player up
        if love.keyboard.isDown("w") or love.keyboard.isDown("up") then
            self.player.y = self.player.y - speed * dt
        end

        -- Move player down
        if love.keyboard.isDown("s") or love.keyboard.isDown("down") then
            self.player.y = self.player.y + speed * dt
        end

        -- Move player left
        if love.keyboard.isDown("a") or love.keyboard.isDown("left") then
            self.player.x = self.player.x - speed * dt
        end

        -- Move player right
        if love.keyboard.isDown("d") or love.keyboard.isDown("right") then
            self.player.x = self.player.x + speed * dt
        end
    end

    -- Draw player
   layer.draw = function(self)
            love.graphics.draw(
            self.player.sprite,
           math.floor(self.player.x),
           math.floor(self.player.y),
           0,
           1,
           1,
           self.player.ox,
           self.player.oy
 )

        -- Temporarily draw a point at our location so we know
        -- that our sprite is offset properly
     --   love.graphics.setPointSize(5)
      --  love.graphics.points(math.floor(self.player.x), math.floor(self.player.y))
    end

--   Remove unneeded object layer
   map:removeLayer("Spawn Point")



function love.update(dt)
    -- Update world
    map:update(dt)
end

function love.draw()
    -- Scale world
    local scale = 2
    local screen_width = love.graphics.getWidth() / scale
    local screen_height = love.graphics.getHeight() / scale


    -- Add Quad to get the first player
    --local q = love.graphics.newQuad(0, 0, 16, 16)
   --love.graphics.draw(sprite, img, 500, 400)
    
    -- Translate world so that player is always centered
   -- local player = map.layers["Sprites"].player
   -- local tx = math.floor(player.x - screen_width / 2)
   -- local ty = math.floor(player.y - screen_height / 2)

    -- Transform world
   -- love.graphics.scale(scale)
   -- love.graphics.translate(-tx, -ty)

    -- Draw world
    map:draw()
end


end

grump
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Re: Collision Editor not working as expected

Post by grump » Fri Jun 14, 2019 5:40 pm

2lostsouls wrote:
Fri Jun 14, 2019 4:50 pm
not anyone is answering and I think it may be because I did not explain this properly. I used the collision editor
One reason for that might be that there's no such thing as a "collision editor" in love.

2lostsouls
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Re: Collision Editor not working as expected

Post by 2lostsouls » Fri Jun 14, 2019 6:01 pm

This is true. I am sorry I did not clarify that. I am using the collision editor in TILED, from mapeditor.org. I figured other people have used it and would be able to help. Unless there is a better way of doing it. Should I use bump.lau instead. Would that be better?

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AdrianN
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Re: Collision Editor not working as expected

Post by AdrianN » Sun Jun 16, 2019 1:56 am

2lostsouls wrote:
Fri Jun 14, 2019 6:01 pm
This is true. I am sorry I did not clarify that. I am using the collision editor in TILED, from mapeditor.org. I figured other people have used it and would be able to help. Unless there is a better way of doing it. Should I use bump.lau instead. Would that be better?
Hi, do you mean this collision editor?

Image

This editor only draw object shapes in your tiles, you need to add a function to resolve the collision in your main.lua file.
STI library only manage your Tiled data and draw the map in your love2d game.
You can use libraries to resolve your collisions like bump.lua to rectangle object, HC to all shapes or love.physics(box2d)
Last edited by AdrianN on Sun Jun 16, 2019 4:58 am, edited 1 time in total.

2lostsouls
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Re: Collision Editor not working as expected

Post by 2lostsouls » Sun Jun 16, 2019 4:06 am

Thank you very much for your help. That is what I needed to know. Which one do you prefer between bump.lua, HC or box2d?

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AdrianN
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Re: Collision Editor not working as expected

Post by AdrianN » Sun Jun 16, 2019 5:05 am

2lostsouls wrote:
Sun Jun 16, 2019 4:06 am
Thank you very much for your help. That is what I needed to know. Which one do you prefer between bump.lua, HC or box2d?
I edited my last post (in bold text)

I work actually with box2d, because I use physic like force, acceleration and impulse in my game.

But it depends on how you work on your project.
If you have many shapes and you create your own physics, you should go by HC, if you only use AABB rectangles then bump
If you used more physical or want to use something more attached to the physics 2d, it would be Box2d

Bump and box2d have modules in STI to connect them directly, although I do not use them, instead in HC should do it manually

2lostsouls
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Joined: Sat May 25, 2019 9:33 pm

Re: Collision Editor not working as expected

Post by 2lostsouls » Sun Jun 16, 2019 4:34 pm

Thank you for the explanation. Now I know the direction I want to go. I am going to use bump. Have a great day.

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