--- Simple and fast Tiled map loader and renderer. -- @module sti -- @author Landon Manning -- @copyright 2016 -- @license MIT/X11 local STI = { _LICENSE = "MIT/X11", _URL = "https://github.com/karai17/Simple-Tiled-Implementation", _VERSION = "0.18.2.1", _DESCRIPTION = "Simple Tiled Implementation is a Tiled Map Editor library designed for the *awesome* LÖVE framework.", cache = {} } STI.__index = STI local cwd = (...):gsub('%.init$', '') .. "." local utils = require(cwd .. "utils") local ceil = math.ceil local floor = math.floor local lg = require(cwd .. "graphics") local Map = {} Map.__index = Map local function new(map, plugins, ox, oy) local dir = "" if type(map) == "table" then map = setmetatable(map, Map) else -- Check for valid map type local ext = map:sub(-4, -1) assert(ext == ".lua", string.format( "Invalid file type: %s. File must be of type: lua.", ext )) -- Get directory of map dir = map:reverse():find("[/\\]") or "" if dir ~= "" then dir = map:sub(1, 1 + (#map - dir)) end -- Load map map = setmetatable(assert(love.filesystem.load(map))(), Map) end map:init(dir, plugins, ox, oy) return map end --- Instance a new map. -- @param map Path to the map file or the map table itself -- @param plugins A list of plugins to load -- @param ox Offset of map on the X axis (in pixels) -- @param oy Offset of map on the Y axis (in pixels) -- @return table The loaded Map function STI.__call(_, map, plugins, ox, oy) return new(map, plugins, ox, oy) end --- Flush image cache. function STI:flush() self.cache = {} end --- Map object --- Instance a new map -- @param path Path to the map file -- @param plugins A list of plugins to load -- @param ox Offset of map on the X axis (in pixels) -- @param oy Offset of map on the Y axis (in pixels) function Map:init(path, plugins, ox, oy) if type(plugins) == "table" then self:loadPlugins(plugins) end self:resize() self.objects = {} self.tiles = {} self.tileInstances = {} self.drawRange = { sx = 1, sy = 1, ex = self.width, ey = self.height, } self.offsetx = ox or 0 self.offsety = oy or 0 self.freeBatchSprites = {} setmetatable(self.freeBatchSprites, { __mode = 'k' }) -- Set tiles, images local gid = 1 for i, tileset in ipairs(self.tilesets) do assert(tileset.image, "STI does not support Tile Collections.\nYou need to create a Texture Atlas.") -- Cache images if lg.isCreated then local formatted_path = utils.format_path(path .. tileset.image) if not STI.cache[formatted_path] then utils.fix_transparent_color(tileset, formatted_path) utils.cache_image(STI, formatted_path, tileset.image) else tileset.image = STI.cache[formatted_path] end end gid = self:setTiles(i, tileset, gid) end -- Set layers for _, layer in ipairs(self.layers) do self:setLayer(layer, path) end end --- Load plugins -- @param plugins A list of plugins to load function Map:loadPlugins(plugins) for _, plugin in ipairs(plugins) do local pluginModulePath = cwd .. 'plugins.' .. plugin local ok, pluginModule = pcall(require, pluginModulePath) if ok then for k, func in pairs(pluginModule) do if not self[k] then self[k] = func end end end end end --- Create Tiles -- @param index Index of the Tileset -- @param tileset Tileset data -- @param gid First Global ID in Tileset -- @return number Next Tileset's first Global ID function Map:setTiles(index, tileset, gid) local quad = lg.newQuad local imageW = tileset.imagewidth local imageH = tileset.imageheight local tileW = tileset.tilewidth local tileH = tileset.tileheight local margin = tileset.margin local spacing = tileset.spacing local w = utils.get_tiles(imageW, tileW, margin, spacing) local h = utils.get_tiles(imageH, tileH, margin, spacing) for y = 1, h do for x = 1, w do local id = gid - tileset.firstgid local quadX = (x - 1) * tileW + margin + (x - 1) * spacing local quadY = (y - 1) * tileH + margin + (y - 1) * spacing local properties, terrain, animation, objectGroup for _, tile in pairs(tileset.tiles) do if tile.id == id then properties = tile.properties animation = tile.animation objectGroup = tile.objectGroup if tile.terrain then terrain = {} for i = 1, #tile.terrain do terrain[i] = tileset.terrains[tile.terrain[i] + 1] end end end end local tile = { id = id, gid = gid, tileset = index, quad = quad( quadX, quadY, tileW, tileH, imageW, imageH ), properties = properties or {}, terrain = terrain, animation = animation, objectGroup = objectGroup, frame = 1, time = 0, width = tileW, height = tileH, sx = 1, sy = 1, r = 0, offset = tileset.tileoffset, } self.tiles[gid] = tile gid = gid + 1 end end return gid end --- Create Layers -- @param layer Layer data -- @param path (Optional) Path to an Image Layer's image function Map:setLayer(layer, path) if layer.encoding then if layer.encoding == "base64" then assert(require "ffi", "Compressed maps require LuaJIT FFI.\nPlease Switch your interperator to LuaJIT or your Tile Layer Format to \"CSV\".") local fd = love.data.decode("string", "base64", layer.data) if not layer.compression then layer.data = utils.get_decompressed_data(fd) else assert(love.data.decompress, "zlib and gzip compression require LOVE 11.0+.\nPlease set your Tile Layer Format to \"Base64 (uncompressed)\" or \"CSV\".") if layer.compression == "zlib" then local data = love.data.decompress("string", "zlib", fd) layer.data = utils.get_decompressed_data(data) end if layer.compression == "gzip" then local data = love.data.decompress("string", "gzip", fd) layer.data = utils.get_decompressed_data(data) end end end end layer.x = (layer.x or 0) + layer.offsetx + self.offsetx layer.y = (layer.y or 0) + layer.offsety + self.offsety layer.update = function() end if layer.type == "tilelayer" then self:setTileData(layer) self:setSpriteBatches(layer) layer.draw = function() self:drawTileLayer(layer) end elseif layer.type == "objectgroup" then self:setObjectData(layer) self:setObjectCoordinates(layer) self:setObjectSpriteBatches(layer) layer.draw = function() self:drawObjectLayer(layer) end elseif layer.type == "imagelayer" then layer.draw = function() self:drawImageLayer(layer) end if layer.image ~= "" then local formatted_path = utils.format_path(path .. layer.image) if not STI.cache[formatted_path] then utils.cache_image(STI, formatted_path) end layer.image = STI.cache[formatted_path] layer.width = layer.image:getWidth() layer.height = layer.image:getHeight() end end self.layers[layer.name] = layer end --- Add Tiles to Tile Layer -- @param layer The Tile Layer function Map:setTileData(layer) local i = 1 local map = {} for y = 1, layer.height do map[y] = {} for x = 1, layer.width do local gid = layer.data[i] if gid > 0 then map[y][x] = self.tiles[gid] or self:setFlippedGID(gid) end i = i + 1 end end layer.data = map end --- Add Objects to Layer -- @param layer The Object Layer function Map:setObjectData(layer) for _, object in ipairs(layer.objects) do object.layer = layer self.objects[object.id] = object end end --- Correct position and orientation of Objects in an Object Layer -- @param layer The Object Layer function Map:setObjectCoordinates(layer) for _, object in ipairs(layer.objects) do local x = layer.x + object.x local y = layer.y + object.y local w = object.width local h = object.height local r = object.rotation local cos = math.cos(math.rad(r)) local sin = math.sin(math.rad(r)) if object.shape == "rectangle" and not object.gid then object.rectangle = {} local vertices = { { x=x, y=y }, { x=x + w, y=y }, { x=x + w, y=y + h }, { x=x, y=y + h }, } for _, vertex in ipairs(vertices) do vertex.x, vertex.y = utils.rotate_vertex(self, vertex, x, y, cos, sin) table.insert(object.rectangle, { x = vertex.x, y = vertex.y }) end elseif object.shape == "ellipse" then object.ellipse = {} local vertices = utils.convert_ellipse_to_polygon(x, y, w, h) for _, vertex in ipairs(vertices) do vertex.x, vertex.y = utils.rotate_vertex(self, vertex, x, y, cos, sin) table.insert(object.ellipse, { x = vertex.x, y = vertex.y }) end elseif object.shape == "polygon" then for _, vertex in ipairs(object.polygon) do vertex.x = vertex.x + x vertex.y = vertex.y + y vertex.x, vertex.y = utils.rotate_vertex(self, vertex, x, y, cos, sin) end elseif object.shape == "polyline" then for _, vertex in ipairs(object.polyline) do vertex.x = vertex.x + x vertex.y = vertex.y + y vertex.x, vertex.y = utils.rotate_vertex(self, vertex, x, y, cos, sin) end end end end --- Convert tile location to tile instance location -- @param layer Tile layer -- @param tile Tile -- @param x Tile location on X axis (in tiles) -- @param y Tile location on Y axis (in tiles) -- @return number Tile instance location on X axis (in pixels) -- @return number Tile instance location on Y axis (in pixels) function Map:getLayerTilePosition(layer, tile, x, y) local tileW = self.tilewidth local tileH = self.tileheight local tileX, tileY if self.orientation == "orthogonal" then local tileset = self.tilesets[tile.tileset] tileX = (x - 1) * tileW + tile.offset.x tileY = (y - 0) * tileH + tile.offset.y - tileset.tileheight tileX, tileY = utils.compensate(tile, tileX, tileY, tileW, tileH) elseif self.orientation == "isometric" then tileX = (x - y) * (tileW / 2) + tile.offset.x + layer.width * tileW / 2 - self.tilewidth / 2 tileY = (x + y - 2) * (tileH / 2) + tile.offset.y else local sideLen = self.hexsidelength or 0 if self.staggeraxis == "y" then if self.staggerindex == "odd" then if y % 2 == 0 then tileX = (x - 1) * tileW + tileW / 2 + tile.offset.x else tileX = (x - 1) * tileW + tile.offset.x end else if y % 2 == 0 then tileX = (x - 1) * tileW + tile.offset.x else tileX = (x - 1) * tileW + tileW / 2 + tile.offset.x end end local rowH = tileH - (tileH - sideLen) / 2 tileY = (y - 1) * rowH + tile.offset.y else if self.staggerindex == "odd" then if x % 2 == 0 then tileY = (y - 1) * tileH + tileH / 2 + tile.offset.y else tileY = (y - 1) * tileH + tile.offset.y end else if x % 2 == 0 then tileY = (y - 1) * tileH + tile.offset.y else tileY = (y - 1) * tileH + tileH / 2 + tile.offset.y end end local colW = tileW - (tileW - sideLen) / 2 tileX = (x - 1) * colW + tile.offset.x end end return tileX, tileY end --- Place new tile instance -- @param layer Tile layer -- @param tile Tile -- @param number Tile location on X axis (in tiles) -- @param number Tile location on Y axis (in tiles) function Map:addNewLayerTile(layer, tile, x, y) local tileset = tile.tileset local image = self.tilesets[tile.tileset].image layer.batches[tileset] = layer.batches[tileset] or lg.newSpriteBatch(image, layer.width * layer.height) local batch = layer.batches[tileset] local tileX, tileY = self:getLayerTilePosition(layer, tile, x, y) local tab = { layer = layer, gid = tile.gid, x = tileX, y = tileY, r = tile.r, oy = 0 } if batch then tab.batch = batch tab.id = batch:add(tile.quad, tileX, tileY, tile.r, tile.sx, tile.sy) end self.tileInstances[tile.gid] = self.tileInstances[tile.gid] or {} table.insert(self.tileInstances[tile.gid], tab) end --- Batch Tiles in Tile Layer for improved draw speed -- @param layer The Tile Layer function Map:setSpriteBatches(layer) layer.batches = {} if self.orientation == "orthogonal" or self.orientation == "isometric" then local startX = 1 local startY = 1 local endX = layer.width local endY = layer.height local incrementX = 1 local incrementY = 1 -- Determine order to add tiles to sprite batch -- Defaults to right-down if self.renderorder == "right-up" then startX, endX, incrementX = startX, endX, 1 startY, endY, incrementY = endY, startY, -1 elseif self.renderorder == "left-down" then startX, endX, incrementX = endX, startX, -1 startY, endY, incrementY = startY, endY, 1 elseif self.renderorder == "left-up" then startX, endX, incrementX = endX, startX, -1 startY, endY, incrementY = endY, startY, -1 end for y = startY, endY, incrementY do for x = startX, endX, incrementX do local tile = layer.data[y][x] if tile then self:addNewLayerTile(layer, tile, x, y) end end end else local sideLen = self.hexsidelength or 0 if self.staggeraxis == "y" then for y = 1, layer.height do for x = 1, layer.width do local tile = layer.data[y][x] if tile then self:addNewLayerTile(layer, tile, x, y) end end end else local i = 0 local _x if self.staggerindex == "odd" then _x = 1 else _x = 2 end while i < layer.width * layer.height do for _y = 1, layer.height + 0.5, 0.5 do local y = floor(_y) for x = _x, layer.width, 2 do i = i + 1 local tile = layer.data[y][x] if tile then self:addNewLayerTile(layer, tile, x, y) end end if _x == 1 then _x = 2 else _x = 1 end end end end end end --- Batch Tiles in Object Layer for improved draw speed -- @param layer The Object Layer function Map:setObjectSpriteBatches(layer) local newBatch = lg.newSpriteBatch local tileW = self.tilewidth local tileH = self.tileheight local batches = {} if layer.draworder == "topdown" then table.sort(layer.objects, function(a, b) return a.y + a.height < b.y + b.height end) end for _, object in ipairs(layer.objects) do if object.gid then local tile = self.tiles[object.gid] or self:setFlippedGID(object.gid) local tileset = tile.tileset local image = self.tilesets[tile.tileset].image batches[tileset] = batches[tileset] or newBatch(image) local sx = object.width / tile.width local sy = object.height / tile.height local batch = batches[tileset] local tileX = object.x + tile.offset.x local tileY = object.y + tile.offset.y - tile.height * sy local tileR = math.rad(object.rotation) local oy = 0 -- Compensation for scale/rotation shift if tile.sx == 1 and tile.sy == 1 then if tileR ~= 0 then tileY = tileY + tileH oy = tileH end else if tile.sx < 0 then tileX = tileX + tileW end if tile.sy < 0 then tileY = tileY + tileH end if tileR > 0 then tileX = tileX + tileW end if tileR < 0 then tileY = tileY + tileH end end local tab = { layer = layer, gid = tile.gid, x = tileX, y = tileY, r = tileR, oy = oy } if batch then tab.batch = batch tab.id = batch:add(tile.quad, tileX, tileY, tileR, tile.sx * sx, tile.sy * sy, 0, oy) end self.tileInstances[tile.gid] = self.tileInstances[tile.gid] or {} table.insert(self.tileInstances[tile.gid], tab) end end layer.batches = batches end --- Create a Custom Layer to place userdata in (such as player sprites) -- @param name Name of Custom Layer -- @param index Draw order within Layer stack -- @return table Custom Layer function Map:addCustomLayer(name, index) index = index or #self.layers + 1 local layer = { type = "customlayer", name = name, visible = true, opacity = 1, properties = {}, } function layer.draw() end function layer.update() end table.insert(self.layers, index, layer) self.layers[name] = self.layers[index] return layer end --- Convert another Layer into a Custom Layer -- @param index Index or name of Layer to convert -- @return table Custom Layer function Map:convertToCustomLayer(index) local layer = assert(self.layers[index], "Layer not found: " .. index) layer.type = "customlayer" layer.x = nil layer.y = nil layer.width = nil layer.height = nil layer.encoding = nil layer.data = nil layer.objects = nil layer.image = nil function layer.draw() end function layer.update() end return layer end --- Remove a Layer from the Layer stack -- @param index Index or name of Layer to convert function Map:removeLayer(index) local layer = assert(self.layers[index], "Layer not found: " .. index) if type(index) == "string" then for i, l in ipairs(self.layers) do if l.name == index then table.remove(self.layers, i) self.layers[index] = nil break end end else local name = self.layers[index].name table.remove(self.layers, index) self.layers[name] = nil end -- Remove tile instances if layer.batches then for _, batch in pairs(layer.batches) do self.freeBatchSprites[batch] = nil end for _, tiles in pairs(self.tileInstances) do for i = #tiles, 1, -1 do local tile = tiles[i] if tile.layer == layer then table.remove(tiles, i) end end end end -- Remove objects if layer.objects then for i, object in pairs(self.objects) do if object.layer == layer then self.objects[i] = nil end end end end --- Animate Tiles and update every Layer -- @param dt Delta Time function Map:update(dt) for _, tile in pairs(self.tiles) do local update = false if tile.animation then tile.time = tile.time + dt * 1000 while tile.time > tonumber(tile.animation[tile.frame].duration) do update = true tile.time = tile.time - tonumber(tile.animation[tile.frame].duration) tile.frame = tile.frame + 1 if tile.frame > #tile.animation then tile.frame = 1 end end if update and self.tileInstances[tile.gid] then for _, j in pairs(self.tileInstances[tile.gid]) do local t = self.tiles[tonumber(tile.animation[tile.frame].tileid) + self.tilesets[tile.tileset].firstgid] j.batch:set(j.id, t.quad, j.x, j.y, j.r, tile.sx, tile.sy, 0, j.oy) end end end end for _, layer in ipairs(self.layers) do layer:update(dt) end end --- Draw every Layer -- @param tx Translate on X -- @param ty Translate on Y -- @param sx Scale on X -- @param sy Scale on Y function Map:draw(tx, ty, sx, sy) local current_canvas = lg.getCanvas() lg.setCanvas(self.canvas) lg.clear() -- Scale map to 1.0 to draw onto canvas, this fixes tearing issues -- Map is translated to correct position so the right section is drawn lg.push() lg.origin() lg.translate(math.floor(tx or 0), math.floor(ty or 0)) for _, layer in ipairs(self.layers) do if layer.visible and layer.opacity > 0 then self:drawLayer(layer) end end lg.pop() -- Draw canvas at 0,0; this fixes scissoring issues -- Map is scaled to correct scale so the right section is shown lg.push() lg.origin() lg.scale(sx or 1, sy or sx or 1) lg.setCanvas(current_canvas) lg.draw(self.canvas) lg.pop() end --- Draw an individual Layer -- @param layer The Layer to draw function Map.drawLayer(_, layer) local r,g,b,a = lg.getColor() lg.setColor(r, g, b, a * layer.opacity) layer:draw() lg.setColor(r,g,b,a) end --- Default draw function for Tile Layers -- @param layer The Tile Layer to draw function Map:drawTileLayer(layer) if type(layer) == "string" or type(layer) == "number" then layer = self.layers[layer] end assert(layer.type == "tilelayer", "Invalid layer type: " .. layer.type .. ". Layer must be of type: tilelayer") for _, batch in pairs(layer.batches) do lg.draw(batch, floor(layer.x), floor(layer.y)) end end --- Default draw function for Object Layers -- @param layer The Object Layer to draw function Map:drawObjectLayer(layer) if type(layer) == "string" or type(layer) == "number" then layer = self.layers[layer] end assert(layer.type == "objectgroup", "Invalid layer type: " .. layer.type .. ". Layer must be of type: objectgroup") local line = { 160, 160, 160, 255 * layer.opacity } local fill = { 160, 160, 160, 255 * layer.opacity * 0.5 } local r,g,b,a = lg.getColor() local reset = { r, g, b, a * layer.opacity } local function sortVertices(obj) local vertex = {} for _, v in ipairs(obj) do table.insert(vertex, v.x) table.insert(vertex, v.y) end return vertex end local function drawShape(obj, shape) local vertex = sortVertices(obj) if shape == "polyline" then lg.setColor(line) lg.line(vertex) return elseif shape == "polygon" then lg.setColor(fill) if not love.math.isConvex(vertex) then local triangles = love.math.triangulate(vertex) for _, triangle in ipairs(triangles) do lg.polygon("fill", triangle) end else lg.polygon("fill", vertex) end else lg.setColor(fill) lg.polygon("fill", vertex) end lg.setColor(line) lg.polygon("line", vertex) end for _, object in ipairs(layer.objects) do if object.shape == "rectangle" and not object.gid then drawShape(object.rectangle, "rectangle") elseif object.shape == "ellipse" then drawShape(object.ellipse, "ellipse") elseif object.shape == "polygon" then drawShape(object.polygon, "polygon") elseif object.shape == "polyline" then drawShape(object.polyline, "polyline") end end lg.setColor(reset) for _, batch in pairs(layer.batches) do lg.draw(batch, 0, 0) end lg.setColor(r,g,b,a) end --- Default draw function for Image Layers -- @param layer The Image Layer to draw function Map:drawImageLayer(layer) if type(layer) == "string" or type(layer) == "number" then layer = self.layers[layer] end assert(layer.type == "imagelayer", "Invalid layer type: " .. layer.type .. ". Layer must be of type: imagelayer") if layer.image ~= "" then lg.draw(layer.image, layer.x, layer.y) end end --- Resize the drawable area of the Map -- @param w The new width of the drawable area (in pixels) -- @param h The new Height of the drawable area (in pixels) function Map:resize(w, h) if lg.isCreated then w = w or lg.getWidth() h = h or lg.getHeight() self.canvas = lg.newCanvas(w, h) self.canvas:setFilter("nearest", "nearest") end end --- Create flipped or rotated Tiles based on bitop flags -- @param gid The flagged Global ID -- @return table Flipped Tile function Map:setFlippedGID(gid) local bit31 = 2147483648 local bit30 = 1073741824 local bit29 = 536870912 local flipX = false local flipY = false local flipD = false local realgid = gid if realgid >= bit31 then realgid = realgid - bit31 flipX = not flipX end if realgid >= bit30 then realgid = realgid - bit30 flipY = not flipY end if realgid >= bit29 then realgid = realgid - bit29 flipD = not flipD end local tile = self.tiles[realgid] local data = { id = tile.id, gid = gid, tileset = tile.tileset, frame = tile.frame, time = tile.time, width = tile.width, height = tile.height, offset = tile.offset, quad = tile.quad, properties = tile.properties, terrain = tile.terrain, animation = tile.animation, sx = tile.sx, sy = tile.sy, r = tile.r, } if flipX then if flipY and flipD then data.r = math.rad(-90) data.sy = -1 elseif flipY then data.sx = -1 data.sy = -1 elseif flipD then data.r = math.rad(90) else data.sx = -1 end elseif flipY then if flipD then data.r = math.rad(-90) else data.sy = -1 end elseif flipD then data.r = math.rad(90) data.sy = -1 end self.tiles[gid] = data return self.tiles[gid] end --- Get custom properties from Layer -- @param layer The Layer -- @return table List of properties function Map:getLayerProperties(layer) local l = self.layers[layer] if not l then return {} end return l.properties end --- Get custom properties from Tile -- @param layer The Layer that the Tile belongs to -- @param x The X axis location of the Tile (in tiles) -- @param y The Y axis location of the Tile (in tiles) -- @return table List of properties function Map:getTileProperties(layer, x, y) local tile = self.layers[layer].data[y][x] if not tile then return {} end return tile.properties end --- Get custom properties from Object -- @param layer The Layer that the Object belongs to -- @param object The index or name of the Object -- @return table List of properties function Map:getObjectProperties(layer, object) local o = self.layers[layer].objects if type(object) == "number" then o = o[object] else for _, v in ipairs(o) do if v.name == object then o = v break end end end if not o then return {} end return o.properties end --- Change a tile in a layer to another tile -- @param layer The Layer that the Tile belongs to -- @param x The X axis location of the Tile (in tiles) -- @param y The Y axis location of the Tile (in tiles) -- @param gid The gid of the new tile function Map:setLayerTile(layer, x, y, gid) layer = self.layers[layer] layer.data[y] = layer.data[y] or {} local tile = layer.data[y][x] local instance if tile then local tileX, tileY = self:getLayerTilePosition(layer, tile, x, y) for _, inst in pairs(self.tileInstances[tile.gid]) do if inst.x == tileX and inst.y == tileY then instance = inst break end end end if tile == self.tiles[gid] then return end tile = self.tiles[gid] if instance then self:swapTile(instance, tile) else self:addNewLayerTile(layer, tile, x, y) end layer.data[y][x] = tile end --- Swap a tile in a spritebatch -- @param instance The current Instance object we want to replace -- @param tile The Tile object we want to use -- @return none function Map:swapTile(instance, tile) -- Update sprite batch if instance.batch then if tile then instance.batch:set( instance.id, tile.quad, instance.x, instance.y, tile.r, tile.sx, tile.sy ) else instance.batch:set( instance.id, instance.x, instance.y, 0, 0) self.freeBatchSprites[instance.batch] = self.freeBatchSprites[instance.batch] or {} table.insert(self.freeBatchSprites[instance.batch], instance) end end -- Remove old tile instance for i, ins in ipairs(self.tileInstances[instance.gid]) do if ins.batch == instance.batch and ins.id == instance.id then table.remove(self.tileInstances[instance.gid], i) break end end -- Add new tile instance if tile then self.tileInstances[tile.gid] = self.tileInstances[tile.gid] or {} local freeBatchSprites = self.freeBatchSprites[instance.batch] local newInstance if freeBatchSprites and #freeBatchSprites > 0 then newInstance = freeBatchSprites[#freeBatchSprites] freeBatchSprites[#freeBatchSprites] = nil else newInstance = {} end newInstance.layer = instance.layer newInstance.batch = instance.batch newInstance.id = instance.id newInstance.gid = tile.gid or 0 newInstance.x = instance.x newInstance.y = instance.y newInstance.r = tile.r or 0 newInstance.oy = tile.r ~= 0 and tile.height or 0 table.insert(self.tileInstances[tile.gid], newInstance) end end --- Convert tile location to pixel location -- @param x The X axis location of the point (in tiles) -- @param y The Y axis location of the point (in tiles) -- @return number The X axis location of the point (in pixels) -- @return number The Y axis location of the point (in pixels) function Map:convertTileToPixel(x,y) if self.orientation == "orthogonal" then local tileW = self.tilewidth local tileH = self.tileheight return x * tileW, y * tileH elseif self.orientation == "isometric" then local mapH = self.height local tileW = self.tilewidth local tileH = self.tileheight local offsetX = mapH * tileW / 2 return (x - y) * tileW / 2 + offsetX, (x + y) * tileH / 2 elseif self.orientation == "staggered" or self.orientation == "hexagonal" then local tileW = self.tilewidth local tileH = self.tileheight local sideLen = self.hexsidelength or 0 if self.staggeraxis == "x" then return x * tileW, ceil(y) * (tileH + sideLen) + (ceil(y) % 2 == 0 and tileH or 0) else return ceil(x) * (tileW + sideLen) + (ceil(x) % 2 == 0 and tileW or 0), y * tileH end end end --- Convert pixel location to tile location -- @param x The X axis location of the point (in pixels) -- @param y The Y axis location of the point (in pixels) -- @return number The X axis location of the point (in tiles) -- @return number The Y axis location of the point (in tiles) function Map:convertPixelToTile(x, y) if self.orientation == "orthogonal" then local tileW = self.tilewidth local tileH = self.tileheight return x / tileW, y / tileH elseif self.orientation == "isometric" then local mapH = self.height local tileW = self.tilewidth local tileH = self.tileheight local offsetX = mapH * tileW / 2 return y / tileH + (x - offsetX) / tileW, y / tileH - (x - offsetX) / tileW elseif self.orientation == "staggered" then local staggerX = self.staggeraxis == "x" local even = self.staggerindex == "even" local function topLeft(x, y) if staggerX then if ceil(x) % 2 == 1 and even then return x - 1, y else return x - 1, y - 1 end else if ceil(y) % 2 == 1 and even then return x, y - 1 else return x - 1, y - 1 end end end local function topRight(x, y) if staggerX then if ceil(x) % 2 == 1 and even then return x + 1, y else return x + 1, y - 1 end else if ceil(y) % 2 == 1 and even then return x + 1, y - 1 else return x, y - 1 end end end local function bottomLeft(x, y) if staggerX then if ceil(x) % 2 == 1 and even then return x - 1, y + 1 else return x - 1, y end else if ceil(y) % 2 == 1 and even then return x, y + 1 else return x - 1, y + 1 end end end local function bottomRight(x, y) if staggerX then if ceil(x) % 2 == 1 and even then return x + 1, y + 1 else return x + 1, y end else if ceil(y) % 2 == 1 and even then return x + 1, y + 1 else return x, y + 1 end end end local tileW = self.tilewidth local tileH = self.tileheight if staggerX then x = x - (even and tileW / 2 or 0) else y = y - (even and tileH / 2 or 0) end local halfH = tileH / 2 local ratio = tileH / tileW local referenceX = ceil(x / tileW) local referenceY = ceil(y / tileH) local relativeX = x - referenceX * tileW local relativeY = y - referenceY * tileH if (halfH - relativeX * ratio > relativeY) then return topLeft(referenceX, referenceY) elseif (-halfH + relativeX * ratio > relativeY) then return topRight(referenceX, referenceY) elseif (halfH + relativeX * ratio < relativeY) then return bottomLeft(referenceX, referenceY) elseif (halfH * 3 - relativeX * ratio < relativeY) then return bottomRight(referenceX, referenceY) end return referenceX, referenceY elseif self.orientation == "hexagonal" then local staggerX = self.staggeraxis == "x" local even = self.staggerindex == "even" local tileW = self.tilewidth local tileH = self.tileheight local sideLenX = 0 local sideLenY = 0 if staggerX then sideLenX = self.hexsidelength x = x - (even and tileW or (tileW - sideLenX) / 2) else sideLenY = self.hexsidelength y = y - (even and tileH or (tileH - sideLenY) / 2) end local colW = ((tileW - sideLenX) / 2) + sideLenX local rowH = ((tileH - sideLenY) / 2) + sideLenY local referenceX = ceil(x) / (colW * 2) local referenceY = ceil(y) / (rowH * 2) local relativeX = x - referenceX * colW * 2 local relativeY = y - referenceY * rowH * 2 local centers if staggerX then local left = sideLenX / 2 local centerX = left + colW local centerY = tileH / 2 centers = { { x = left, y = centerY }, { x = centerX, y = centerY - rowH }, { x = centerX, y = centerY + rowH }, { x = centerX + colW, y = centerY }, } else local top = sideLenY / 2 local centerX = tileW / 2 local centerY = top + rowH centers = { { x = centerX, y = top }, { x = centerX - colW, y = centerY }, { x = centerX + colW, y = centerY }, { x = centerX, y = centerY + rowH } } end local nearest = 0 local minDist = math.huge local function len2(ax, ay) return ax * ax + ay * ay end for i = 1, 4 do local dc = len2(centers[i].x - relativeX, centers[i].y - relativeY) if dc < minDist then minDist = dc nearest = i end end local offsetsStaggerX = { { x = 0, y = 0 }, { x = 1, y = -1 }, { x = 1, y = 0 }, { x = 2, y = 0 }, } local offsetsStaggerY = { { x = 0, y = 0 }, { x = -1, y = 1 }, { x = 0, y = 1 }, { x = 0, y = 2 }, } local offsets = staggerX and offsetsStaggerX or offsetsStaggerY return referenceX + offsets[nearest].x, referenceY + offsets[nearest].y end end --- A list of individual layers indexed both by draw order and name -- @table Map.layers -- @see TileLayer -- @see ObjectLayer -- @see ImageLayer -- @see CustomLayer --- A list of individual tiles indexed by Global ID -- @table Map.tiles -- @see Tile -- @see Map.tileInstances --- A list of tile instances indexed by Global ID -- @table Map.tileInstances -- @see TileInstance -- @see Tile -- @see Map.tiles --- A list of no-longer-used batch sprites, indexed by batch --@table Map.freeBatchSprites --- A list of individual objects indexed by Global ID -- @table Map.objects -- @see Object --- @table TileLayer -- @field name The name of the layer -- @field x Position on the X axis (in pixels) -- @field y Position on the Y axis (in pixels) -- @field width Width of layer (in tiles) -- @field height Height of layer (in tiles) -- @field visible Toggle if layer is visible or hidden -- @field opacity Opacity of layer -- @field properties Custom properties -- @field data A tileWo dimensional table filled with individual tiles indexed by [y][x] (in tiles) -- @field update Update function -- @field draw Draw function -- @see Map.layers -- @see Tile --- @table ObjectLayer -- @field name The name of the layer -- @field x Position on the X axis (in pixels) -- @field y Position on the Y axis (in pixels) -- @field visible Toggle if layer is visible or hidden -- @field opacity Opacity of layer -- @field properties Custom properties -- @field objects List of objects indexed by draw order -- @field update Update function -- @field draw Draw function -- @see Map.layers -- @see Object --- @table ImageLayer -- @field name The name of the layer -- @field x Position on the X axis (in pixels) -- @field y Position on the Y axis (in pixels) -- @field visible Toggle if layer is visible or hidden -- @field opacity Opacity of layer -- @field properties Custom properties -- @field image Image to be drawn -- @field update Update function -- @field draw Draw function -- @see Map.layers --- Custom Layers are used to place userdata such as sprites within the draw order of the map. -- @table CustomLayer -- @field name The name of the layer -- @field x Position on the X axis (in pixels) -- @field y Position on the Y axis (in pixels) -- @field visible Toggle if layer is visible or hidden -- @field opacity Opacity of layer -- @field properties Custom properties -- @field update Update function -- @field draw Draw function -- @see Map.layers -- @usage -- -- Create a Custom Layer -- local spriteLayer = map:addCustomLayer("Sprite Layer", 3) -- -- -- Add data to Custom Layer -- spriteLayer.sprites = { -- player = { -- image = lg.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 -- lg.draw(sprite.image, x, y, r) -- end -- end --- @table Tile -- @field id Local ID within Tileset -- @field gid Global ID -- @field tileset Tileset ID -- @field quad Quad object -- @field properties Custom properties -- @field terrain Terrain data -- @field animation Animation data -- @field frame Current animation frame -- @field time Time spent on current animation frame -- @field width Width of tile -- @field height Height of tile -- @field sx Scale value on the X axis -- @field sy Scale value on the Y axis -- @field r Rotation of tile (in radians) -- @field offset Offset drawing position -- @field offset.x Offset value on the X axis -- @field offset.y Offset value on the Y axis -- @see Map.tiles --- @table TileInstance -- @field batch Spritebatch the Tile Instance belongs to -- @field id ID within the spritebatch -- @field gid Global ID -- @field x Position on the X axis (in pixels) -- @field y Position on the Y axis (in pixels) -- @see Map.tileInstances -- @see Tile --- @table Object -- @field id Global ID -- @field name Name of object (non-unique) -- @field shape Shape of object -- @field x Position of object on X axis (in pixels) -- @field y Position of object on Y axis (in pixels) -- @field width Width of object (in pixels) -- @field height Heigh tof object (in pixels) -- @field rotation Rotation of object (in radians) -- @field visible Toggle if object is visible or hidden -- @field properties Custom properties -- @field ellipse List of verticies of specific shape -- @field rectangle List of verticies of specific shape -- @field polygon List of verticies of specific shape -- @field polyline List of verticies of specific shape -- @see Map.objects return setmetatable({}, STI)