Simple Tiled Implementation is a Tiled Map Editor library designed for the awesome LÖVE framework. Please read the library documentation to learn how it all works!
local sti = require "sti"
function love.load()
-- Grab window size
windowWidth = love.graphics.getWidth()
windowHeight = love.graphics.getHeight()
-- Load a map exported to Lua from Tiled
map = sti.new("assets/maps/map01")
-- Set a Collision Map to use with your own collision code
collision = map:getCollisionMap("Collision Layer")
-- Create a Custom Layer
map:addCustomLayer("Sprite Layer", 3)
-- Add data to Custom Layer
local spriteLayer = map.layers["Sprite Layer"]
spriteLayer.sprites = {
player = {
image = love.graphics.newImage("assets/sprites/player.png"),
x = 64,
y = 64,
r = 0,
}
}
-- Update callback for Custom Layer
function spriteLayer:update(dt)
for _, sprite in pairs(self.sprites) do
sprite.r = sprite.r + math.rad(90 * dt)
end
end
-- Draw callback for Custom Layer
function spriteLayer:draw()
for _, sprite in pairs(self.sprites) do
local x = math.floor(sprite.x)
local y = math.floor(sprite.y)
local r = sprite.r
love.graphics.draw(sprite.image, x, y, r)
end
end
end
function love.update(dt)
map:update(dt)
end
function love.draw()
-- Translation would normally be based on a player's x/y
local translateX = 0
local translateY = 0
-- Draw Range culls unnecessary tiles
map:setDrawRange(translateX, translateY, windowWidth, windowHeight)
map:draw()
-- Draw Collision Map (useful for debugging)
map:drawCollisionMap(collision)
end
This code is licensed under the MIT Open Source License. Check out the LICENSE file for more information.