--- /dev/null
+# Change Log
+
+## 2019-03-24: v1.2.3.0
+
+* Added: support for changing layer tiles at runtime (thanks @IoriBranford)
+* Added: object's name and type now exposed to bump world (thanks @npinochet)
+* Added: support for LOVE 11.0 (thanks @tyraindreams, @Krankdud, @AndrewRublyov)
+* Added: support for Box2D dynamic bodies via "dynamic" property (thanks @lemilonkh)
+* Added: tutorial formerly hosted by lua.space to /tutorials
+* Added: support for restitution, friction, and filter properties to Box2D plugin (thanks @DrJamgo)
+* Added: support for infinite maps
+* Added: support for layer groups (thanks @daxartio)
+* Added: support for point objects
+* Changed: loading a map now asserts (thanks @Alloyed)
+* Fixed: error when translate coords are nil in Map.draw (thanks @camchenry)
+* Fixed: create new tile instance list if one doesn't exist (thanks @IoriBranford)
+* Fixed: error when translate coords are nil in box2d_draw (thanks @DanielPower)
+* Fixed: incorrect Y offset when tile height is different than map's tileheight (thanks @IoriBranford)
+* Fixed: tile objects now scale correctly (thanks @Jules5)
+* Fixed: tile object transform issues (thanks @DavidJTFerguson37)
+* Fixed: clobbering directory structure if several levels deep (thanks @meeces2911)
+* Fixed: rotate_vertex was not compensating for height offset (thanks @Schwusch)
+
+## 2017-05-18: v0.18.2.1
+
+* Changed: map.draw, map.box2d_draw, and map.bump_draw now take transform arguments. This (finally!) allows both scaling and translating to work together.
+* Fixed: A bug where cached textures were not able to be loaded more than once (thanks @IoriBranford)
+
+## 2017-05-07: v0.18.2.0
+
+* Added: dummy graphics shim for headless mode (thanks @matiasah)
+* Changed: plugins now load using require() (thanks @benwebber)
+* Fixed: typo causing staggered maps to crash (thanks @Drauthius)
+* Fixed: a bug where scaling the map could cause graphical glitches
+* Fixed: transparent colour code
+
+## 2017-02-01: v0.18.1.0
+
+* Added: support for sorting objects
+* Changed: box2d and bump plugins to be explicit when dealing with object groups within tiles
+* Fixed: rendering staggered and hexogonal maps
+* Removed: Map.drawRange was made obselete
+
+## 2017-02-01: v0.16.0.4
+
+* Added: support for passing map table in directly (thanks @prust)
+* Added: support for collision object groups in bump.lua plugin (thanks @DanielPower)
+* Added: support for transparent colour mask (thanks @matiasah)
+* Changed: batch size limit from 100 to default(1000)
+* Changed: drawing layers now inherits colour settings (thanks @josefnpat)
+* Fixed: a leaking global
+
+## 2016-08-22: v0.16.0.3
+
+* Changed: box2d_draw plugin now uses correct shape (thanks @buckle2000)
+* Fixed: a collision offset issue in bump_draw (thanks @rosshadden)
+* Fixed: a bug where drawing multiple maps didn't always work properly
+
+## 2016-07-18: v0.16.0.2
+
+* Added: busted tests!
+* Changed: structure of git repo is now more user friendly
+* Changed: converted map.lua into init.lua and changed isolation code
+* Changed: STI.new() -> STI()
+* Changed: Map:convertWorldToScreen -> Map:convertTileToPixel
+* Changed: Map:convertScreenToWorld -> Map:convertPixelToTile
+* Fixed: hexagonal maps now display in correct location (thanks @bjorn)
+
+## 2016-06-09: v0.16.0.1
+
+* Changed: moved local functions to an internal utils file to tidy things up
+* Changed: Box2D plugin now uses utils file instead of duplicate functions
+
+## 2016-06-09: v0.16.0.0
+
+* Changed: Custom Properties now support proper boolean values in both Box2D and Bump plugins
+
+## 2016-06-09: v0.14.2.0
+
+* Added: proper support for Layer offsets (thanks @Drauthius!)
+
+## 2016-05-19: v0.14.1.13
+
+* Added: test maps for visual varification between Tiled and STI
+* Added: Map:swapTile so you can cleanly swap tiles in Tile Layers
+* Changed: all conversion functions consolidated into two functions (thanks @entrancejew)
+* Fixed: shapes were off in noman's land in some cases (thanks @loribranford)
+
+## 2016-01-12: v0.14.1.12
+
+* Added: basic support for object layers in Bump plugin (thanks @premek)
+* Changed: new line token from CRLF to LF
+* Fixed: sprite batches should now respect the map draw order
+
+## 2016-01-01: v0.14.1.11
+
+* Fixed: various bugs in the Box2D plugin (thanks @ChrisWeisiger)
+* Fixed: various bugs in the Bump plugin (thanks @bobbyjoness)
+
+## 2015-12-31: v0.14.1.10
+
+* Fixed: Box2D plugin was not recognizing a tile's embedded object group
+
+## 2015-11-19: v0.14.1.9
+
+* Changed: key in image cache to formatted path of image
+
+## 2015-11-16: v0.14.1.8
+
+* Added: image cache to STI module [sponsored by Binary Cocoa]
+* Added: STI:flush() to clear out image cache
+
+## 2015-11-15: v0.14.1.7
+
+* Added: support for offsetting maps [sponsored by Binary Cocoa]
+* Changed: Map.setDrawRange is more optimized via recycling tables
+* Changed: render order now defaults to "right-down"
+
+## 2015-11-07: v0.14.1.6
+
+* Fixed: tileset images not being properly filtered
+* Fixed: bump.lua plugin missing world argument in draw
+
+## 2015-10-14: v0.14.1.5
+
+* Added: bump.lua plugin (thanks @bobbyjoness)
+
+## 2015-10-12: v0.14.1.4
+
+* Fixed: removing a layer now properly removes tile and object instances
+* Fixed: box2d plugin now properly removes collision objects
+
+## 2015-10-09: v0.14.1.3
+
+* Fixed: flipping animated tiles properly display
+* Fixed: rotating animated tiles properly display
+* Fixed: rotating tile objects properly display
+* Fixed: box2d plugin properly creates rotated and flipped tile objects
+* Fixed: box2d plugin no longer crashes when drawing a line with two vertices
+
+## 2015-10-07: v0.14.1.2
+
+* Added: support for all render orders (rd, ru, ld, lu)
+* Added: support for sensors in the box2d plugin (only works on individual tiles and objects; sensor = true)
+* Changed: addCustomLayer's index argument is now optional and defaults to the end of the array
+* Fixed: a crash when using Base64 (uncompressed) with LOVE 0.9.2
+
+## 2015-10-03: v0.14.1.1
+
+* Added: support for gzip compressed maps (requires LOVE 0.10.0+)
+
+## 2015-09-30: v0.14.1.0
+
+* Added: support for Base64 compressed maps (requires LuaJIT)
+* Added: support for zlib compressed maps (requires LOVE 0.10.0+)
+
+## 2015-09-28: v0.14.0.1
+
+* Added: Support for all staggered types (x/y, even/odd, iso/hex)
+
+## 2015-09-27: v0.14.0.0
+
+* Added: Hexagonal map support (thanks EntranceJew!)
+* Added: Error message for compressed maps
+* Fixed: box2d plugin threw an error in some cases (thanks maxha651!)
+
+## 2015-09-17: v0.13.1.4
+
+* Changed: sanity checks now search for love.physics instead of love.physics.*
+
+## 2015-09-16: v0.13.1.3
+
+* Changed: Improved documentation
+
+## 2015-09-16: v0.13.1.2
+
+* Changed: Simplified plugins
+* Changed: Namespaced the box2d plugin
+* Removed: Non-LOVE frameworks (they didn't work)
+
+## 2015-09-16: v0.13.1.1
+
+* Added: LDoc documentation
+* Added: Plugin system where devs can extend STI
+* Added: Reinstated the Box2D integration as a plugin
+
+## 2015-09-15: v0.13.1.0
+
+* Added: Map:convertToCustomLayer() now returns the layer
+* Changed: Tightened localization of some functions
+* Removed: Box2D collision integration
+* Removed: Unused functions
+
+## 2015-07-31: v0.12.3.0
+
+* Added: Tiled version number to Map.tiledversion
+* Added: Map.objects table indexed by unique object IDs
+* Added: A better error message when trying to use Tile Collections
+* Changed: Version number should now match Tiled's version number
+* Changed: You must now add ".lua" in the filename of a new map as this is consistent with other libraries
+* Changed: Renamed "pure" framework to "lua" (still doesn't work, though!)
+* Changed: Map:setDrawRange no longer inverts tx and ty for you, do it yourself!
+* Changed: Map:draw no longer accepts scale values, use love.graphics.scale!
+* Fixed: A bug where tile objects were drawing an object border
+* Removed: Corona framework file
+
+## 2015-03-22: v0.9.8
+
+* Fixed: A bug where Tiles without a Properties list would crash
+
+## 2015-02-02: v0.9.7
+
+* Added: userdata to Box2D fixtures
+* Changed: changelog.txt -> CHANGELOG.md
+* Changed: Flipping tiles now happens in both tile layers and object layers
+* Fixed: A bug where tile objects were drawing oddly in some cases
+* Fixed: A bug where circles would error if physics was disabled
+
+## 2015-01-28: v0.9.6
+
+* Added: getLayerProperties(), getTileProperties(), and getObjectProperties()
+* Fixed: A bug where flipped tiles crashed STI during initCollision()
+* Fixed: Flipped collision tiles now have correct offset
+* Removed: Reverted the change in v0.9.3 that filled in empty tiles with false
+
+## 2014-12-15: v0.9.5
+
+* Fixed: A bug where tile collision objects were using the wrong size in some cases
+* Fixed: A bug where flipped tiles weren't always creating collision objects
+
+## 2014-12-05: v0.9.4
+
+* Changed: STI's canvas plays nicely with other libraries
+* Changed: addCustomLayer() now returns a handle on the created layer
+
+## 2014-12-03: v0.9.3
+
+* Added: Local Tile IDs to Tile objects
+* Added: Terrain information
+* Fixed: Some conversion functions
+* Changed: Tile Layers now contain "false" instead of "nil" where there is no tile
+* Changed: Added \_LICENSE, \_URL, \_VERSION, and \_DESCRIPTION properties to core STI object
+
+## 2014-09-29: v0.9.2
+
+* Added: Support for drawing tiles in object layers
+* Fixed: Incorrect calculation of some collision objects
+
+## 2014-09-26: v0.9.1
+
+* Fixed: A crash when a collidable tile is initialized but not used
+* Removed: Public access to formatPath(), rotateVertex(), and convertEllipseToPolygon()
+
+## 2014-09-24: v0.9.0
+
+* Added: Animated tiles! (Thanks to Clean3d)
+* Fixed: A crash when a collidable rectangle has no rotation value
+* Fixed: Incorrect values given to orthogonal collision objects
+
+## 2014-09-24: v0.8.3
+
+* Added: Map:convertScreenToTile() and Map:convertTileToScreen()
+* Added: Map:convertScreenToIsometricTile() and Map:convertIsometricTileToScreen()
+* Added: Map:convertScreenToStaggeredTile() and Map:convertStaggeredTileToScreen()
+* Fixed: Map:removeLayer() now works properly
+* Changed: Tile Objects now use the tile's collision map by default
+
+## 2014-09-22: v0.8.2
+
+* Added: "collidable" property for objects, tiles, and layers
+ * if collidable is set to true in Tiled, STI will pick it up and set all appropriate entities to collidable objects
+* Fixed: Physics module no long required if not needed.
+* Fixed: Whitespace discrepencies
+* Changed: Map:initWorldCollision() now supports a whole lot more
+
+## 2014-09-21: v0.8.1
+
+* Added: README now lists minimum requirements
+* Changed: README updated with new collision system
+* Changed: Map:enableCollision() renamed to Map:initWorldCollision()
+* Changed: Map:drawCollisionMap() renamed to Map:drawWorldCollision()
+* Changed: Updated framework files (still no real Lua/Corona support)
+* Changed: Tidied up collision code
+* Removed: Map:getCollisionMap()
+
+## 2014-09-20: v0.8.0
+
+* Added: Box2D collision via Map:enableCollision()
+* Added: Map:convertEllipseToPolygon()
+
+## 2014-09-17: v0.7.6
+
+* Added: Map:convertScreenToIsometric and Map:convertIsometricToScreen
+* Added: Map:setObjectCoordinates
+* Added: Map:rotateVertex
+* Fixed: Adjusted map positioning for Isometric and Staggered maps
+* Fixed: Object positioning in Isometric maps
+* Removed: Temporary fix for Tiled 0.9.1
+
+## 2014-08-05: v0.7.5
+
+* Fixed: Properties offset by 1
+* Fixed: Drawing a single Layer can now use Layer's name/index
+
+## 2014-04-28: v0.7.4
+
+* Fixed: Canvas resize type
+
+## 2014-04-18: v0.7.3
+
+* Fixed: Canvas using wrong filter
+
+## 2014-04-08: v0.7.2
+
+* Removed: Dependency for LuaJIT's bitwise operations
+
+## 2014-04-08: v0.7.1
+
+* Added: Map:resize(w, h)
+* Changed: Map:draw() now takes two optional arguments: ScaleX and ScaleY
+* Changed: STI now draws to a Canvas before drawing to screen (fixes scaling oddities)
+
+## 2014-04-07: v0.7.0
+
+* Added: Files for Corona and Pure Lua implementation
+* Changed: Restructured sti.lua into several files
+* Changed: Library is now LOVE agnostic and should allow for implementation of other frameworks
+
+## 2014-03-1 : v0.6.16
+
+* Changed: Ellipses now use polygons instead of... Not polygons.
+
+## 2014-03-1 : v0.6.15
+
+* Fixed: Tile spacing calculated properly in all cases
+
+## 2014-02-0 : v0.6.14
+
+* Fixed: Tile properties ACTUALLY being added now!
+
+## 2014-01-2 : v0.6.13
+
+* Added: Missing Tile Flag
+
+## 2014-01-2 : v0.6.12
+
+* Added: drawCollisionMap() now supports Isometric and Staggered maps
+* Changed: drawCollisionMap() now requires a collision map parameter
+* Changed: setCollisionMap() renamed to getCollisionMap()
+* Changed: getCollisionMap() now returns the collision map
+* Fixed: Tile properties not being added
+* Removed: Map.collision table removed
+
+## 2014-01-2 : v0.6.11
+
+* Added: Descriptive error messages
+* Fixed: Image filters for scaling
+
+## 2014-01-2 : v0.6.10
+
+* Fixed: Optimized load time
+
+## 2014-01-25: v0.6.9
+
+* Fixed: Parallax Scrolling
+
+## 2014-01-25: v0.6.8
+
+* Changed: Revised and restructured code
+* Changed: createCollisionMap() renamed to setCollisionMap()
+* Changed: newCustomLayer() renamed to addCustomLayer()
+
+## 2014-01-24: v0.6.7
+
+* Fixed: Number of tiles wasn't calculated properly
+
+## 2014-01-24: v0.6.6
+
+* Fixed: Spacing wasn't calculated properly
+
+## 2014-01-24: v0.6.5
+
+* Added: Staggered Maps
+
+## 2014-01-24: v0.6.4
+
+* Added: Isometric Maps
+
+## 2014-01-20: v0.6.3
+
+* Added: Tile Flags (flip/rotation)
+
+## 2014-01-20: v0.6.2
+
+* Fixed: A scaling bug
+
+## 2014-01-19: v0.6.1
+
+* Fixed: A bug causing the Collision Map to be nil
+
+## 2014-01-19: v0.6.0
+
+* Added: Sprite Batches
+
+## 2014-01-19: v0.5.0
+
+* Added: Draw Range optimization
+
+## 2014-01-18: v0.4.3
+
+* Added: Layer draw offsets
+
+## 2014-01-17: v0.4.2
+
+* Changed: Organized library a little better
+
+## 2014-01-17: v0.4.1
+
+* Fixed: Tiles incorrectly offset
+* Fixed: Drawing concave polygons
+
+## 2014-01-17: v0.4.0
+
+* Added: Draw Object Layers
+
+## 2014-01-16: v0.3.3
+
+* Added: Create new Custom Layer
+* Added: Callbacks for all layers
+* Added: Remove Layer
+* Changed: Simplified sti.new()
+
+## 2014-01-16: v0.3.2
+
+* Fixed: Crash if using Tiled 0.9.1
+* Changed: Map structure to remove "map" table
+
+## 2014-01-16: v0.3.1
+
+* Added: Update callback to Custom Layers
+
+## 2014-01-16: v0.3.0
+
+* Added: Support for converting layers to Custom Layers
+* Changed: sti.new() no longer requires the file extension
+
+## 2014-01-15: v0.2.2
+
+* Added: Support for basic collision layer
+
+## 2014-01-15: v0.2.1
+
+* Added: Support for map instances
+* Added: Name alias to layer indices
+* Changed: Sandboxed map environment
+* Changed: Data structures are more efficient
+* Removed: Unnecessary update function
+
+Thanks to JarrettBillingsley for many of these changes
+
+## 2014-01-14: v0.2.0
+
+* Fixed: Drawing Tile Offset
+* Changed: Tile Layer data structure is more efficient
+* Changed: Simplified Quad generation
+
+## 2014-01-14: v0.1.0
+
+* Initial Commit
+* Added: Orthogonal Map support
+* Added: Draw Tile Layers
+* Added: Draw Image Layers
+* Added: Ignore Hidden Layers
+* Added: Layer Opacity
--- /dev/null
+--- Simple and fast Tiled map loader and renderer.
+-- @module sti
+-- @author Landon Manning
+-- @copyright 2019
+-- @license MIT/X11
+
+local STI = {
+ _LICENSE = "MIT/X11",
+ _URL = "https://github.com/karai17/Simple-Tiled-Implementation",
+ _VERSION = "1.2.3.0",
+ _DESCRIPTION = "Simple Tiled Implementation is a Tiled Map Editor library designed for the *awesome* LΓVE framework.",
+ cache = {}
+}
+STI.__index = STI
+
+local love = _G.love
+local cwd = (...):gsub('%.init$', '') .. "."
+local utils = require(cwd .. "utils")
+local ceil = math.ceil
+local floor = math.floor
+local lg = require(cwd .. "graphics")
+local atlas = require(cwd .. "atlas")
+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.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(not tileset.filename, "STI does not support external Tilesets.\nYou need to embed all Tilesets.")
+
+ if tileset.image then
+ -- 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)
+ elseif tileset.tilecount > 0 then
+ -- Build atlas for image collection
+ local files, ids = {}, {}
+ for j = 1, #tileset.tiles do
+ files[ j ] = utils.format_path(path .. tileset.tiles[j].image)
+ ids[ j ] = tileset.tiles[j].id
+ end
+
+ local map = atlas.Atlas( files, "ids", ids )
+
+ if lg.isCreated then
+ local formatted_path = utils.format_path(path .. tileset.name)
+
+ if not STI.cache[formatted_path] then
+ -- No need to fix transparency color for collections
+ utils.cache_image(STI, formatted_path, map.image)
+ tileset.image = map.image
+ else
+ tileset.image = STI.cache[formatted_path]
+ end
+ end
+
+ gid = self:setAtlasTiles(i, tileset, map.coords, gid)
+ end
+ end
+
+ local layers = {}
+ for _, layer in ipairs(self.layers) do
+ self:groupAppendToList(layers, layer)
+ end
+ self.layers = layers
+
+ -- Set layers
+ for _, layer in ipairs(self.layers) do
+ self:setLayer(layer, path)
+ end
+end
+
+--- Layers from the group are added to the list
+-- @param layers List of layers
+-- @param layer Layer data
+function Map:groupAppendToList(layers, layer)
+ if layer.type == "group" then
+ for _, groupLayer in pairs(layer.layers) do
+ groupLayer.name = layer.name .. "." .. groupLayer.name
+ groupLayer.visible = layer.visible
+ groupLayer.opacity = layer.opacity * groupLayer.opacity
+ groupLayer.offsetx = layer.offsetx + groupLayer.offsetx
+ groupLayer.offsety = layer.offsety + groupLayer.offsety
+
+ for key, property in pairs(layer.properties) do
+ if groupLayer.properties[key] == nil then
+ groupLayer.properties[key] = property
+ end
+ end
+
+ self:groupAppendToList(layers, groupLayer)
+ end
+ else
+ table.insert(layers, layer)
+ 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 based on a single tileset image
+-- @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 type = ""
+ 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
+ type = tile.type
+
+ 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,
+ type = type,
+ 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 Tiles based on a texture atlas
+-- @param index Index of the Tileset
+-- @param tileset Tileset data
+-- @param coords Tile XY location in the atlas
+-- @param gid First Global ID in Tileset
+-- @return number Next Tileset's first Global ID
+function Map:setAtlasTiles(index, tileset, coords, gid)
+ local quad = lg.newQuad
+ local imageW = tileset.image:getWidth()
+ local imageH = tileset.image:getHeight()
+
+ local firstgid = tileset.firstgid
+ for i = 1, #tileset.tiles do
+ local tile = tileset.tiles[i]
+ if tile.terrain then
+ terrain = {}
+
+ for j = 1, #tile.terrain do
+ terrain[j] = tileset.terrains[tile.terrain[j] + 1]
+ end
+ end
+
+ local tile = {
+ id = tile.id,
+ gid = firstgid + tile.id,
+ tileset = index,
+ class = tile.class,
+ quad = quad(
+ coords[i].x, coords[i].y,
+ tile.width, tile.height,
+ imageW, imageH
+ ),
+ properties = tile.properties or {},
+ terrain = terrain,
+ animation = tile.animation,
+ objectGroup = tile.objectGroup,
+ frame = 1,
+ time = 0,
+ width = tile.width,
+ height = tile.height,
+ sx = 1,
+ sy = 1,
+ r = 0,
+ offset = tileset.tileoffset,
+ }
+
+ -- Be aware that in collections self.tiles can be a sparse array
+ self.tiles[tile.gid] = tile
+ end
+
+ return gid + #tileset.tiles
+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)
+ if layer.chunks then
+ for _, chunk in ipairs(layer.chunks) do
+ self:setTileData(chunk)
+ end
+ return
+ end
+
+ local i = 1
+ local map = {}
+
+ for y = 1, layer.height do
+ map[y] = {}
+ for x = 1, layer.width do
+ local gid = layer.data[i]
+
+ -- NOTE: Empty tiles have a GID of 0
+ 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 cos = math.cos(math.rad(object.rotation))
+ local sin = math.sin(math.rad(object.rotation))
+
+ 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
+ tileX = (x - 1) * tileW + tile.offset.x
+ tileY = (y - 0) * tileH + tile.offset.y - tile.height
+ 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 chunk Layer chunk
+-- @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, chunk, tile, x, y)
+ local tileset = tile.tileset
+ local image = self.tilesets[tile.tileset].image
+ local batches
+ local size
+
+ if chunk then
+ batches = chunk.batches
+ size = chunk.width * chunk.height
+ else
+ batches = layer.batches
+ size = layer.width * layer.height
+ end
+
+ batches[tileset] = batches[tileset] or lg.newSpriteBatch(image, size)
+
+ local batch = batches[tileset]
+ local tileX, tileY = self:getLayerTilePosition(layer, tile, x, y)
+
+ local instance = {
+ layer = layer,
+ chunk = chunk,
+ gid = tile.gid,
+ x = tileX,
+ y = tileY,
+ r = tile.r,
+ oy = 0
+ }
+
+ -- NOTE: STI can run headless so it is not guaranteed that a batch exists.
+ if batch then
+ instance.batch = batch
+ instance.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], instance)
+end
+
+function Map:set_batches(layer, chunk)
+ if chunk then
+ chunk.batches = {}
+ else
+ layer.batches = {}
+ end
+
+ if self.orientation == "orthogonal" or self.orientation == "isometric" then
+ local offsetX = chunk and chunk.x or 0
+ local offsetY = chunk and chunk.y or 0
+
+ local startX = 1
+ local startY = 1
+ local endX = chunk and chunk.width or layer.width
+ local endY = chunk and chunk.height or 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
+ startY, endY, incrementY = endY, startY, -1
+ elseif self.renderorder == "left-down" then
+ startX, endX, incrementX = endX, startX, -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
+ -- NOTE: Cannot short circuit this since it is valid for tile to be assigned nil
+ local tile
+ if chunk then
+ tile = chunk.data[y][x]
+ else
+ tile = layer.data[y][x]
+ end
+
+ if tile then
+ self:addNewLayerTile(layer, chunk, tile, x + offsetX, y + offsetY)
+ end
+ end
+ end
+ else
+ if self.staggeraxis == "y" then
+ for y = 1, (chunk and chunk.height or layer.height) do
+ for x = 1, (chunk and chunk.width or layer.width) do
+ -- NOTE: Cannot short circuit this since it is valid for tile to be assigned nil
+ local tile
+ if chunk then
+ tile = chunk.data[y][x]
+ else
+ tile = layer.data[y][x]
+ end
+
+ if tile then
+ self:addNewLayerTile(layer, chunk, 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 < (chunk and chunk.width * chunk.height or layer.width * layer.height) do
+ for _y = 1, (chunk and chunk.height or layer.height) + 0.5, 0.5 do
+ local y = floor(_y)
+
+ for x = _x, (chunk and chunk.width or layer.width), 2 do
+ i = i + 1
+
+ -- NOTE: Cannot short circuit this since it is valid for tile to be assigned nil
+ local tile
+ if chunk then
+ tile = chunk.data[y][x]
+ else
+ tile = layer.data[y][x]
+ end
+
+ if tile then
+ self:addNewLayerTile(layer, chunk, tile, x, y)
+ end
+ end
+
+ if _x == 1 then
+ _x = 2
+ else
+ _x = 1
+ end
+ end
+ end
+ end
+ end
+end
+
+--- Batch Tiles in Tile Layer for improved draw speed
+-- @param layer The Tile Layer
+function Map:setSpriteBatches(layer)
+ if layer.chunks then
+ for _, chunk in ipairs(layer.chunks) do
+ self:set_batches(layer, chunk)
+ end
+ return
+ end
+
+ self:set_batches(layer)
+end
+
+--- Batch Tiles in Object Layer for improved draw speed
+-- @param layer The Object Layer
+function Map:setObjectSpriteBatches(layer)
+ local newBatch = lg.newSpriteBatch
+ 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[tileset].image
+
+ batches[tileset] = batches[tileset] or newBatch(image)
+
+ local sx = object.width / tile.width
+ local sy = object.height / tile.height
+
+ -- Tiled rotates around bottom left corner, where love2D rotates around top left corner
+ local ox = 0
+ local oy = tile.height
+
+ local batch = batches[tileset]
+ local tileX = object.x + tile.offset.x
+ local tileY = object.y + tile.offset.y
+ local tileR = math.rad(object.rotation)
+
+ -- Compensation for scale/rotation shift
+ if tile.sx == -1 then
+ tileX = tileX + object.width
+
+ if tileR ~= 0 then
+ tileX = tileX - object.width
+ ox = ox + tile.width
+ end
+ end
+
+ if tile.sy == -1 then
+ tileY = tileY - object.height
+
+ if tileR ~= 0 then
+ tileY = tileY + object.width
+ oy = oy - tile.width
+ end
+ end
+
+ local instance = {
+ id = batch:add(tile.quad, tileX, tileY, tileR, tile.sx * sx, tile.sy * sy, ox, oy),
+ batch = batch,
+ layer = layer,
+ gid = tile.gid,
+ x = tileX,
+ y = tileY - oy,
+ r = tileR,
+ oy = oy
+ }
+
+ self.tileInstances[tile.gid] = self.tileInstances[tile.gid] or {}
+ table.insert(self.tileInstances[tile.gid], instance)
+ 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.chunks = 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 remove
+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 layer batches
+ if layer.batches then
+ for _, batch in pairs(layer.batches) do
+ self.freeBatchSprites[batch] = nil
+ end
+ end
+
+ -- Remove chunk batches
+ if layer.chunks then
+ for _, chunk in ipairs(layer.chunks) do
+ for _, batch in pairs(chunk.batches) do
+ self.freeBatchSprites[batch] = nil
+ end
+ end
+ end
+
+ -- Remove tile instances
+ if layer.type == "tilelayer" then
+ 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()
+
+ --[[
+ This snippet comes from 'monolifed' on the Love2D forums,
+ however it was more or less exactly the same code I was already writing
+ to implement the same parallax scrolling. I found his before
+ testing and polishing mine
+ https://love2d.org/forums/viewtopic.php?p=238378#p238378
+
+ previous code commented below the new.
+
+ ]]
+
+ tx, ty = tx or 0, ty or 0
+
+ for _, layer in ipairs(self.layers) do
+ if layer.visible and layer.opacity > 0 then
+ local px, py = layer.parallaxx or 1, layer.parallaxy or 1
+ px, py = math.floor(tx * px), math.floor(ty * py)
+ lg.translate(px, py)
+ self:drawLayer(layer)
+ lg.translate(-px, -py)
+ end
+ end
+
+ --[[
+ 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()
+ -- if the layer has a tintcolor set
+ if layer.tintcolor then
+ r, g, b, a = unpack(layer.tintcolor)
+ a = a or 255 -- alpha may not be specified
+ lg.setColor(r/255, g/255, b/255, a/255) -- Tiled uses 0-255
+ -- if a tintcolor is not given just use the current color
+ else
+ lg.setColor(r, g, b, a * layer.opacity)
+ end
+ 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")
+
+ -- NOTE: This does not take into account any sort of draw range clipping and will always draw every chunk
+ if layer.chunks then
+ for _, chunk in ipairs(layer.chunks) do
+ for _, batch in pairs(chunk.batches) do
+ lg.draw(batch, 0, 0)
+ end
+ end
+
+ return
+ end
+
+ 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.visible then
+ 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")
+ elseif object.shape == "point" then
+ lg.points(object.x, object.y)
+ end
+ 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)
+ -- we need pixel sizes for drawing
+ local imagewidth, imageheight = layer.image:getDimensions()
+ -- if we're repeating on the Y axis...
+ if layer.repeaty then
+ local x = imagewidth
+ local y = imageheight
+ while y < self.height * self.tileheight do
+ lg.draw(layer.image, x, y)
+ -- if we are *also* repeating on X
+ if layer.repeatx then
+ x = x + imagewidth
+ while x < self.width * self.tilewidth do
+ lg.draw(layer.image, x, y)
+ x = x + imagewidth
+ end
+ end
+ y = y + imageheight
+ end
+ -- if we're repeating on X alone...
+ elseif layer.repeatx then
+ local x = imagewidth
+ while x < self.width * self.tilewidth do
+ lg.draw(layer.image, x, layer.y)
+ x = x + imagewidth
+ end
+ end
+ 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
+
+ local colW = tileW / 2
+ local rowH = tileH / 2
+ if staggerX then
+ sideLenX = self.hexsidelength
+ x = x - (even and tileW or (tileW - sideLenX) / 2)
+ colW = colW - (colW - sideLenX / 2) / 2
+ else
+ sideLenY = self.hexsidelength
+ y = y - (even and tileH or (tileH - sideLenY) / 2)
+ rowH = rowH - (rowH - sideLenY / 2) / 2
+ end
+
+ local referenceX = ceil(x) / (colW * 2)
+ local referenceY = ceil(y) / (rowH * 2)
+
+ -- If in staggered line, then shift reference by 0.5 of other axes
+ if staggerX then
+ if (floor(referenceX) % 2 == 0) == even then
+ referenceY = referenceY - 0.5
+ end
+ else
+ if (floor(referenceY) % 2 == 0) == even then
+ referenceX = referenceX - 0.5
+ end
+ end
+
+ 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 = 1, y = 1 },
+ { x = 2, y = 0 },
+ { x = 2, y = 1 },
+ { x = 3, y = 1 },
+ }
+
+ local offsetsStaggerY = {
+ { x = 1, y = 1 },
+ { x = 0, y = 2 },
+ { x = 1, y = 2 },
+ { x = 1, y = 3 },
+ }
+
+ 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)
--- /dev/null
+--- Box2D plugin for STI
+-- @module box2d
+-- @author Landon Manning
+-- @copyright 2019
+-- @license MIT/X11
+
+local love = _G.love
+local utils = require((...):gsub('plugins.box2d', 'utils'))
+local lg = require((...):gsub('plugins.box2d', 'graphics'))
+
+return {
+ box2d_LICENSE = "MIT/X11",
+ box2d_URL = "https://github.com/karai17/Simple-Tiled-Implementation",
+ box2d_VERSION = "2.3.2.7",
+ box2d_DESCRIPTION = "Box2D hooks for STI.",
+
+ --- Initialize Box2D physics world.
+ -- @param world The Box2D world to add objects to.
+ box2d_init = function(map, world)
+ assert(love.physics, "To use the Box2D plugin, please enable the love.physics module.")
+
+ local body = love.physics.newBody(world, map.offsetx, map.offsety)
+ local collision = {
+ body = body,
+ }
+
+ local function addObjectToWorld(objshape, vertices, userdata, object)
+ local shape
+
+ if objshape == "polyline" then
+ if #vertices == 4 then
+ shape = love.physics.newEdgeShape(unpack(vertices))
+ else
+ shape = love.physics.newChainShape(false, unpack(vertices))
+ end
+ else
+ shape = love.physics.newPolygonShape(unpack(vertices))
+ end
+
+ local currentBody = body
+ --dynamic are objects/players etc.
+ if userdata.properties.dynamic == true then
+ currentBody = love.physics.newBody(world, map.offsetx, map.offsety, 'dynamic')
+ -- static means it shouldn't move. Things like walls/ground.
+ elseif userdata.properties.static == true then
+ currentBody = love.physics.newBody(world, map.offsetx, map.offsety, 'static')
+ -- kinematic means that the object is static in the game world but effects other bodies
+ elseif userdata.properties.kinematic == true then
+ currentBody = love.physics.newBody(world, map.offsetx, map.offsety, 'kinematic')
+ end
+
+ local fixture = love.physics.newFixture(currentBody, shape)
+ fixture:setUserData(userdata)
+
+ -- Set some custom properties from userdata (or use default set by box2d)
+ fixture:setFriction(userdata.properties.friction or 0.2)
+ fixture:setRestitution(userdata.properties.restitution or 0.0)
+ fixture:setSensor(userdata.properties.sensor or false)
+ fixture:setFilterData(
+ userdata.properties.categories or 1,
+ userdata.properties.mask or 65535,
+ userdata.properties.group or 0
+ )
+
+ local obj = {
+ object = object,
+ body = currentBody,
+ shape = shape,
+ fixture = fixture,
+ }
+
+ table.insert(collision, obj)
+ end
+
+ local function getPolygonVertices(object)
+ local vertices = {}
+ for _, vertex in ipairs(object.polygon) do
+ table.insert(vertices, vertex.x)
+ table.insert(vertices, vertex.y)
+ end
+
+ return vertices
+ end
+
+ local function calculateObjectPosition(object, tile)
+ local o = {
+ shape = object.shape,
+ x = (object.dx or object.x) + map.offsetx,
+ y = (object.dy or object.y) + map.offsety,
+ w = object.width,
+ h = object.height,
+ polygon = object.polygon or object.polyline or object.ellipse or object.rectangle
+ }
+
+ local userdata = {
+ object = o,
+ properties = object.properties
+ }
+
+ o.r = object.rotation or 0
+ if o.shape == "rectangle" then
+ local cos = math.cos(math.rad(o.r))
+ local sin = math.sin(math.rad(o.r))
+ local oy = 0
+
+ if object.gid then
+ local tileset = map.tilesets[map.tiles[object.gid].tileset]
+ local lid = object.gid - tileset.firstgid
+ local t = {}
+
+ -- This fixes a height issue
+ o.y = o.y + map.tiles[object.gid].offset.y
+ oy = o.h
+
+ for _, tt in ipairs(tileset.tiles) do
+ if tt.id == lid then
+ t = tt
+ break
+ end
+ end
+
+ if t.objectGroup then
+ for _, obj in ipairs(t.objectGroup.objects) do
+ -- Every object in the tile
+ calculateObjectPosition(obj, object)
+ end
+
+ return
+ else
+ o.w = map.tiles[object.gid].width
+ o.h = map.tiles[object.gid].height
+ end
+ end
+
+ o.polygon = {
+ { x=o.x+0, y=o.y+0 },
+ { x=o.x+o.w, y=o.y+0 },
+ { x=o.x+o.w, y=o.y+o.h },
+ { x=o.x+0, y=o.y+o.h }
+ }
+
+ for _, vertex in ipairs(o.polygon) do
+ vertex.x, vertex.y = utils.rotate_vertex(map, vertex, o.x, o.y, cos, sin, oy)
+ end
+
+ local vertices = getPolygonVertices(o)
+ addObjectToWorld(o.shape, vertices, userdata, tile or object)
+ elseif o.shape == "ellipse" then
+ if not o.polygon then
+ o.polygon = utils.convert_ellipse_to_polygon(o.x, o.y, o.w, o.h)
+ end
+ local vertices = getPolygonVertices(o)
+ local triangles = love.math.triangulate(vertices)
+
+ for _, triangle in ipairs(triangles) do
+ addObjectToWorld(o.shape, triangle, userdata, tile or object)
+ end
+ elseif o.shape == "polygon" then
+ -- Recalculate collision polygons inside tiles
+ if tile then
+ local cos = math.cos(math.rad(o.r))
+ local sin = math.sin(math.rad(o.r))
+ for _, vertex in ipairs(o.polygon) do
+ vertex.x = vertex.x + o.x
+ vertex.y = vertex.y + o.y
+ vertex.x, vertex.y = utils.rotate_vertex(map, vertex, o.x, o.y, cos, sin)
+ end
+ end
+
+ local vertices = getPolygonVertices(o)
+ local triangles = love.math.triangulate(vertices)
+
+ for _, triangle in ipairs(triangles) do
+ addObjectToWorld(o.shape, triangle, userdata, tile or object)
+ end
+ elseif o.shape == "polyline" then
+ local vertices = getPolygonVertices(o)
+ addObjectToWorld(o.shape, vertices, userdata, tile or object)
+ end
+ end
+
+ for _, tile in pairs(map.tiles) do
+ if map.tileInstances[tile.gid] then
+ for _, instance in ipairs(map.tileInstances[tile.gid]) do
+ -- Every object in every instance of a tile
+ if tile.objectGroup then
+ for _, object in ipairs(tile.objectGroup.objects) do
+ if object.properties.collidable == true then
+ object = utils.deepCopy(object)
+ object.dx = instance.x + object.x
+ object.dy = instance.y + object.y
+ calculateObjectPosition(object, instance)
+ end
+ end
+ end
+
+ -- Every instance of a tile
+ if tile.properties.collidable == true then
+ local object = {
+ shape = "rectangle",
+ x = instance.x,
+ y = instance.y,
+ width = map.tilewidth,
+ height = map.tileheight,
+ properties = tile.properties
+ }
+
+ calculateObjectPosition(object, instance)
+ end
+ end
+ end
+ end
+
+ for _, layer in ipairs(map.layers) do
+ -- Entire layer
+ if layer.properties.collidable == true then
+ if layer.type == "tilelayer" then
+ for gid, tiles in pairs(map.tileInstances) do
+ local tile = map.tiles[gid]
+ local tileset = map.tilesets[tile.tileset]
+
+ for _, instance in ipairs(tiles) do
+ if instance.layer == layer then
+ local object = {
+ shape = "rectangle",
+ x = instance.x,
+ y = instance.y,
+ width = tileset.tilewidth,
+ height = tileset.tileheight,
+ properties = tile.properties
+ }
+
+ calculateObjectPosition(object, instance)
+ end
+ end
+ end
+ elseif layer.type == "objectgroup" then
+ for _, object in ipairs(layer.objects) do
+ calculateObjectPosition(object)
+ end
+ elseif layer.type == "imagelayer" then
+ local object = {
+ shape = "rectangle",
+ x = layer.x or 0,
+ y = layer.y or 0,
+ width = layer.width,
+ height = layer.height,
+ properties = layer.properties
+ }
+
+ calculateObjectPosition(object)
+ end
+ end
+
+ -- Individual objects
+ if layer.type == "objectgroup" then
+ for _, object in ipairs(layer.objects) do
+ if object.properties.collidable == true then
+ calculateObjectPosition(object)
+ end
+ end
+ end
+ end
+
+ map.box2d_collision = collision
+ end,
+
+ --- Remove Box2D fixtures and shapes from world.
+ -- @param index The index or name of the layer being removed
+ box2d_removeLayer = function(map, index)
+ local layer = assert(map.layers[index], "Layer not found: " .. index)
+ local collision = map.box2d_collision
+
+ -- Remove collision objects
+ for i = #collision, 1, -1 do
+ local obj = collision[i]
+
+ if obj.object.layer == layer then
+ obj.fixture:destroy()
+ table.remove(collision, i)
+ end
+ end
+ end,
+
+ --- Draw Box2D physics world.
+ -- @param tx Translate on X
+ -- @param ty Translate on Y
+ -- @param sx Scale on X
+ -- @param sy Scale on Y
+ box2d_draw = function(map, tx, ty, sx, sy)
+ local collision = map.box2d_collision
+
+ lg.push()
+ lg.scale(sx or 1, sy or sx or 1)
+ lg.translate(math.floor(tx or 0), math.floor(ty or 0))
+
+ for _, obj in ipairs(collision) do
+ local points = {obj.body:getWorldPoints(obj.shape:getPoints())}
+ local shape_type = obj.shape:getType()
+
+ if shape_type == "edge" or shape_type == "chain" then
+ love.graphics.line(points)
+ elseif shape_type == "polygon" then
+ love.graphics.polygon("line", points)
+ else
+ error("sti box2d plugin does not support "..shape_type.." shapes")
+ end
+ end
+
+ lg.pop()
+ end
+}
+
+--- Custom Properties in Tiled are used to tell this plugin what to do.
+-- @table Properties
+-- @field collidable set to true, can be used on any Layer, Tile, or Object
+-- @field sensor set to true, can be used on any Tile or Object that is also collidable
+-- @field dynamic set to true, can be used on any Tile or Object
+-- @field friction can be used to define the friction of any Object
+-- @field restitution can be used to define the restitution of any Object
+-- @field categories can be used to set the filter Category of any Object
+-- @field mask can be used to set the filter Mask of any Object
+-- @field group can be used to set the filter Group of any Object