3/1/2023 0 Comments Tiled map editorSprite:setZIndex(y 34 z * 1000) - `The setZindex()` call also takes into account the tile graphic height. You will likely need to adjust this based on the visual "thickness" of your tiles. We want the origin to be right at the top center pixel of a ground tile. The `setCenter()` offset here accounts for the size of tile graphics. You will need to set their Z index every time they move using a call similar to the one below. Your player character and other moving objects should be at the same layer as the walls. I'm using an enum but you could just keep a table of wall-like tiles. If anything has high Z bump them up to a higher layer so that overlapping works properly. Local image, error = self.tilesetImages:getImage(tile) (j * (math.floor(self.tileHeight / 2))) - The width on cols (i * (math.floor(self.tileHeight / 2))) - The height on rows (i * (self.tileWidth / 2)) - The width on cols (j * (self.tileWidth / 2)) - The width on rows If tiles ~= 0 then - If there is a tile to draw Self:addSprites(,, )įor _, tileset in ipairs() doįunction Tilemap:addSprites(tiles, width, height)įor i = 0, height - 1 do - Loop through rowsįor j = 0, width - 1 do - Loop through cols in the rows Print(' '.#self.tilesetImages.' images loaded') Self.tilesetImages = (path)Īssert(self.tilesetImages, 'Couldn\'t load tileset images') Set this to whatever your tileset name is. Loads Tiled map files (.tmj) and displays them with sprites.įor _, layer in ipairs() do in the tilemap file and integrate it into the Starfish Collector project. However, if you only have one tileset the mapping can be simplified to a -1 operation on the tile id which is what I do here. When you are finished, save your file and close the Tiled map-editor program. Note: that the tiled format has some relatively involved mapping from the tile id numbers in the tmj files to tile id numbers in tilesets. From here one could add things to support various Tiled features as needed. This isn't a drop-in "just works" thing but it is really small and not too opinionated so it can be a reasonable place to start if someone wants to use an isometric Tiled map. What's most useful here, I think, is the math in addSprites() which shows how to do the coordinate calculations. The device also doesn't have the performance to scroll the tilemap very well without a fair amount of extra work which isn't shown here (my game has a whole chunk load/unload system which keeps about 1 screenful of tiles in place at a time and even that just barely hits 30fps). This is a minimal class which doesn't support multiple layers or tilesets. The tileset is created using images named properly for use as an imagetable on the Playdate. This is loading an isometric Tiled map saved as a. It rapidly grows into too customized a problem to just have one editor for.In case anyone stumbles on this thread while searching for "Playdate isometric Tiled loader" here is code I'm using in my game to do that. But if you also want to procedural-render parts of the graphics based on the layout, like automatically placing edge and corner tiles, randomly varying the details, adding lights, you end up having to build some additional technology to make it happen. Pro Motion NG has a built-in system to facilitate this). For that, pixel art tools become more useful since it's possible to just draw a whole scene as a bitmap and then automatically compress it to a tileset(e.g. The most common motivation to make a better tool is when you have a wide variety of graphics in your tilemap. Now you have all sorts of hacky options like spreadsheets and image editing tools if you don't want to work with the Tiled formats. Its built to be easy to use, yet capable of catering to a host of varying game engines, whether your game is an RPG. Many 80's-era games used graph paper and encoded the result by hand. Tiled is a general purpose tile map editor. A viable tilemap format is to open a text editor and encode the map with one tile per character. Tilemaps aren't really complicated enough to need complex tools unless you go out of your way to make them complex. Tiled has become a defacto standard just by dint of being maintained for a very long time, gradually accumulating all the "most-requested" features, and being stable and reliable. You just barely hear about them because they aren't distinguished enough to have any mindshare or reputation. There are actually tons of tilemap tools.
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