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Releases: excaliburjs/excalibur-tiled

@excaliburjs/plugin-tiled@0.25.0

04 Oct 02:19
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Tiled Plugin for Excalibur.js

This extension adds support for tile maps from all Tiled map editor files in Excalibur. Use the TiledMapResource to load and interact with Tiled based maps!

Quickstart

Install using npm:

> npm install @excaliburjs/plugin-tiled

ES2015 (TS/JS)

The ES2015 import syntax is the recommended way to use Excalibur with Excalibur Tiled and is supported through a module loader like webpack or Parcel with TypeScript or Babel:

import * as ex from 'excalibur';
import { TiledMapeResource } from '@excaliburjs/plugin-tiled';

// Create tiled map resource, pointing to static asset path
const tiledMap = new TiledMapResource("/assets/map.tmx");

// Create a loader and reference the map
const loader = new ex.Loader([tiledMap]);

// Start the game (starts the loader)
game.start(loader).then(function() {
   
   console.log("Game loaded");
   tiledMap.addTiledMapToScene(game.currentScene);
   
});

For reference, see this CodeSandbox sample for a Parcel-based game.

Features

  • Parse default Tiled tmx files
    • Supports all Tiled compressions zlib, gzip, and zstd
  • Parse Tiled exported json files
  • Supports external tilesets .tsx and json
  • New TypeScript based object model for working with Tiled data
    • Query for layers by property
    • Query for objects by property
    • Easy helpers to locate Polygons, Polylines, and Text
  • Automatic Excalibur wiring for certain Tiled properties and objects:
    • Camera
    • Colliders
    • Solid TileMap Layers
    • Tiled Text
    • Inserted Tiled Tiles

Excalibur Wiring

You may opt-in to the Excalibur wiring by calling addTiledMapToScene(someScene)

// After loading tiledMapResource
tiledMapResource.addTiledMapToScene(game.currentScene);
  • Only object layers with "excalibur"=true are parsed for objects. These object layers can be retrieved with

    const objects: TiledObjectGroup[] = tiledMapResource.getExcaliburObjects();

  • Camera Position & Zoom - You may set the starting camera position and zoom

    • In an object layer with a custom property "excalibur"=true
    • Note Only the first Camera in the first "excalibur"=true layer will be used
    • Create a Tiled "Point" with the Tiled Type "Camera"
    • Optionally, to set zoom other than the default of 1.0, create a custom property named "Zoom" with a numeric value
  • Solid layers - You can mark a particular layers tiles as solid in Tiled

    • In the Tiled layer properties, add a custom property named "Solid" with a boolean value true
    • The presence of a tile in this layer indicates that space is solid, the abscence of a tile means it is not solid
  • Colliders - You may position Excalibur colliders within Tiled

    • In an object layer with a custom property "excalibur"=true
    • Create a "Circle" (ellipses are not supported) or "Rectangle"
      • Set the Tiled type to "BoxCollider" or "CircleCollider"
      • Optionally, to set an Excalibur collision type specify a custom property named "CollisionType" with the value
        • "Fixed" (default for colliders) - non-movable object
        • "Passive" - triggers events, does not participate in collision
        • "Active" - participates in collision and can be pushed around
        • "PreventCollision" - all collisions are ignored
  • Text - You may insert excalibur labels within Tiled

    • In an object layer with a custom property "excalibur"=true
    • Create a Tiled Text object
    • Optionally, you can set the "ZIndex" as a float custom tiled property
    • ⚠ A word of caution around fonts ⚠ - fonts are different on every operating system (some may not be available to your user unless you explicitly load them into the page with a font loader). See here for some detail
  • Inserted Tile Objects - You may insert tiles on or off grid in Tiled with inserted tiles

    • In an object layer with a custom property "excalibur"=true
    • Create a Tiled inserted Tile
    • Optionally, you can set the "ZIndex" as a float custom tiled property
    • Optionally, to set an Excalibur collision type specify a custom property named "CollisionType" with the value
      • "Fixed" non-movable object
      • "Passive" (default for inserted tiles) - triggers events, does not participate in collision
      • "Active" - participates in collision and can be pushed around
      • "PreventCollision" - all collisions are ignored

Not Yet Supported Out of the Box

  • Currently Isometric and Hexagonal maps are not directly supported by Excalibur TileMaps, however the data is still parsed by this plugin and can be used manually by accessing the RawTiledMap in TiledMapResource.data.rawMap after loading.

  • Excalibur Text is limited at the moment and doesn't support Tiled word wrapping or Tiled text alignment other than the default "Left" horizontal, "Top" vertical alignments.

  • Layer offsets are yet not supported.

  • Layer tinting is not yet supported

  • Parallax factor is not yet supported.

  • Image Layers - Tiled image layers are not yet fully supported, but do show up in the RawTiledMap so can be used that way. Using inserted Tile Objects is a way to achieve the same effect in a fully supported way.

  • Group Layers - Tiled group layers are not yet supported at all, currently layers in a group do not load. Maps with group layers will load all other layers fine.

  • Infinite maps - Tiled infinite maps are not yet supported, but do show up in the RawTiledMap.

  • RawTiledMap fully types the Tiled 1.4.3 api, this can be used to write custom code for anything this plugin doesn't yet support.

import * as ex from 'excalibur';
import { TiledMapeResource } from '@excaliburjs/plugin-tiled';

// Create tiled map resource, pointing to static asset path
const tiledMap = new TiledMapResource("/assets/map.tmx");

// Create a loader and reference the map
const loader = new ex.Loader([tiledMap]);

game.start(loader).then(function() {
   
   // Access raw data
   const rawMap = tiledMap.data.rawMap;
   
});

Webpack Configuration

You will need to modify your webpack configuration to load Tiled JSON files using file-loader and then ensure any tilemap images are copied to the same output directory as your bundle, see this example-ts-webpack branch for an example.

Standalone Script File (JS)

In your HTML file, add a reference dist/excalibur-tiled.min.js in your page:

<script type="text/javascript" src="node_modules/excalibur/dist/excalibur.min.js"></script>
<script type="text/javascript" src="node_modules/@excaliburjs/excalibur-tiled/dist/excalibur-tiled.min.js"></script>

and then you can use it like this:

// New game
const game = new ex.Engine({ width: 500, height: 400, canvasElementId: "game" });

// Create a new TiledMapResource loadable
const tiledMap = new ex.Plugin.Tiled.TiledMapResource("test.tmx");

// Create a loader and reference the map
const loader = new ex.Loader([tiledMap]);

// Start the game (starts the loader)
game.start(loader).then(function() {
   
   console.log("Game loaded");
   
   tiledMap.addTiledMapToScene(game.currentScene);
   
});

The dist uses a UMD build and will attach itself to the ex.Plugin.Tiled global if running in the browser standalone.

Documentation

The TiledMapResource loadable will load the map file you specify along with any referenced tile set assets (images).

Handling Tiled Paths

The image paths and external tileset paths loaded will be relative to where the exported file was saved.

For example, let's say this is your source working directory structure when you make your Tiled map:

work/
  - map.tmx
  - map.png
  - map.tsx

The tileset image and/or source are stored next to the TMX file.

So when you export to JSON, say to map.json, Tiled will save the paths like this:

{
  "tilesets": [
    {
      "image": "map.png"
    },
    {
      "source": "map.tsx"
    }
  ]
}

But for your game, your file structure looks like this:

assets/
  - maps/map.json
  - tx/map.png
  - tsx/map.tsx

When your game loads and the extension loads your map file (/assets/maps/map.tmx), the paths will be loaded relative to the map tmx or any tsx file, so they will return 404 responses:

GET /assets/maps/map.png -> 404 Not Found
GET /assets/maps/map.tsx -> 404 Not Found

If you need to override this behavior, you can set convertPath to a custom function that takes two parameters: originPath and relativePath data.

originPath is the path of the original source file (for example the map.tmx), and relativePath is referenced external fil (for example the map.tsx)

// Create a new TiledResource loadable
var map = new ex.Plugin.Tiled.TiledMapResource("map.tmx");

map.convertPath = function (originPath, relativePath) {
   return "/assets/tx/" + path;
}

That will fix the paths:

GET /assets/tx/map.png -> 200 OK
GET /assets/t...
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@excaliburjs/plugin-tiled@0.25.0-alpha.3

31 Aug 01:11
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Published @excaliburjs/plugin-tiled@0.25.0-alpha.3

Fix graphics import sites

@excaliburjs/plugin-tiled@0.25.0-alpha.2

31 Aug 00:55
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Published @excaliburjs/plugin-tiled@0.25.0-alpha.2

Fixes Graphics import sites

New Excalibur Tiled @excaliburjs/plugin-tiled@0.25.0-alpha.1

27 Aug 14:15
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Published @excaliburjs/plugin-tiled@0.25.0-alpha.1

Tiled Plugin for Excalibur.js

This extension adds support for tile maps from all Tiled map editor files in Excalibur. Use the TiledMapResource to load and interact with Tiled based maps!

Quickstart

Install using npm:

> npm install @excaliburjs/plugin-tiled

ES2015 (TS/JS)

The ES2015 import syntax is the recommended way to use Excalibur with Excalibur Tiled and is supported through a module loader like webpack or Parcel with TypeScript or Babel:

import * as ex from 'excalibur';
import { TiledMapeResource } from '@excaliburjs/plugin-tiled';

// Create tiled map resource, pointing to static asset path
const tiledMap = new TiledMapResource("/assets/map.tmx");

// Create a loader and reference the map
const loader = new ex.Loader([tiledMap]);

// Start the game (starts the loader)
game.start(loader).then(function() {
   
   console.log("Game loaded");
   tiledMap.addTiledMapToScene(game.currentScene);
   
});

For reference, see this CodeSandbox sample for a Parcel-based game.

Features

  • Parse default Tiled tmx files
    • Supports all Tiled compressions zlib, gzip, and zstd
  • Parse Tiled exported json files
  • Supports external tilesets .tsx and json
  • New TypeScript based object model for working with Tiled data
    • Query for layers by property
    • Query for objects by property
    • Easy helpers to locate Polygons, Polylines, and Text
  • Automatic Excalibur wiring for certain Tiled properties and objects:
    • Camera
    • Colliders
    • Solid TileMap Layers
    • Tiled Text
    • Inserted Tiled Tiles

Excalibur Wiring

You may opt-in to the Excalibur wiring by calling addTiledMapToScene(someScene)

// After loading tiledMapResource
tiledMapResource.addTiledMapToScene(game.currentScene);
  • Only object layers with "excalibur"=true are parsed for objects. These object layers can be retrieved with

    const objects: TiledObjectGroup[] = tiledMapResource.getExcaliburObjects();

  • Camera Position & Zoom - You may set the starting camera position and zoom

    • In an object layer with a custom property "excalibur"=true
    • Note Only the first Camera in the first "excalibur"=true layer will be used
    • Create a Tiled "Point" with the Tiled Type "Camera"
    • Optionally, to set zoom other than the default of 1.0, create a custom property named "Zoom" with a numeric value
  • Solid layers - You can mark a particular layers tiles as solid in Tiled

    • In the Tiled layer properties, add a custom property named "Solid" with a boolean value true
    • The presence of a tile in this layer indicates that space is solid, the abscence of a tile means it is not solid
  • Colliders - You may position Excalibur colliders within Tiled

    • In an object layer with a custom property "excalibur"=true
    • Create a "Circle" (ellipses are not supported) or "Rectangle"
      • Set the Tiled type to "BoxCollider" or "CircleCollider"
      • Optionally, to set an Excalibur collision type specify a custom property named "CollisionType" with the value
        • "Fixed" (default for colliders) - non-movable object
        • "Passive" - triggers events, does not participate in collision
        • "Active" - participates in collision and can be pushed around
        • "PreventCollision" - all collisions are ignored
  • Text - You may insert excalibur labels within Tiled

    • In an object layer with a custom property "excalibur"=true
    • Create a Tiled Text object
    • Optionally, you can set the "ZIndex" as a float custom tiled property
    • ⚠ A word of caution around fonts ⚠ - fonts are different on every operating system (some may not be available to your user unless you explicitly load them into the page with a font loader). See here for some detail
  • Inserted Tile Objects - You may insert tiles on or off grid in Tiled with inserted tiles

    • In an object layer with a custom property "excalibur"=true
    • Create a Tiled inserted Tile
    • Optionally, you can set the "ZIndex" as a float custom tiled property
    • Optionally, to set an Excalibur collision type specify a custom property named "CollisionType" with the value
      • "Fixed" non-movable object
      • "Passive" (default for inserted tiles) - triggers events, does not participate in collision
      • "Active" - participates in collision and can be pushed around
      • "PreventCollision" - all collisions are ignored

Not Yet Supported Out of the Box

  • Currently Isometric and Hexagonal maps are not directly supported by Excalibur TileMaps, however the data is still parsed by this plugin and can be used manually by accessing the RawTiledMap in TiledMapResource.data.rawMap after loading.

  • Excalibur Text is limited at the moment and doesn't support Tiled word wrapping or Tiled text alignment other than the default "Left" horizontal, "Top" vertical alignments.

  • Layer offsets are yet not supported.

  • Layer tinting is not yet supported

  • Parallax factor is not yet supported.

  • Image Layers - Tiled image layers are not yet fully supported, but do show up in the RawTiledMap so can be used that way. Using inserted Tile Objects is a way to achieve the same effect in a fully supported way.

  • Group Layers - Tiled group layers are not yet supported at all, currently layers in a group do not load. Maps with group layers will load all other layers fine.

  • Infinite maps - Tiled infinite maps are not yet supported, but do show up in the RawTiledMap.

  • RawTiledMap fully types the Tiled 1.4.3 api, this can be used to write custom code for anything this plugin doesn't yet support.

import * as ex from 'excalibur';
import { TiledMapeResource } from '@excaliburjs/plugin-tiled';

// Create tiled map resource, pointing to static asset path
const tiledMap = new TiledMapResource("/assets/map.tmx");

// Create a loader and reference the map
const loader = new ex.Loader([tiledMap]);

game.start(loader).then(function() {
   
   // Access raw data
   const rawMap = tiledMap.data.rawMap;
   
});

Webpack Configuration

You will need to modify your webpack configuration to load Tiled JSON files using file-loader and then ensure any tilemap images are copied to the same output directory as your bundle, see this example-ts-webpack branch for an example.

Standalone Script File (JS)

In your HTML file, add a reference dist/excalibur-tiled.min.js in your page:

<script type="text/javascript" src="node_modules/excalibur/dist/excalibur.min.js"></script>
<script type="text/javascript" src="node_modules/@excaliburjs/excalibur-tiled/dist/excalibur-tiled.min.js"></script>

and then you can use it like this:

// New game
const game = new ex.Engine({ width: 500, height: 400, canvasElementId: "game" });

// Create a new TiledMapResource loadable
const tiledMap = new ex.Plugin.Tiled.TiledMapResource("test.tmx");

// Create a loader and reference the map
const loader = new ex.Loader([tiledMap]);

// Start the game (starts the loader)
game.start(loader).then(function() {
   
   console.log("Game loaded");
   
   tiledMap.addTiledMapToScene(game.currentScene);
   
});

The dist uses a UMD build and will attach itself to the ex.Plugin.Tiled global if running in the browser standalone.

Documentation

The TiledMapResource loadable will load the map file you specify along with any referenced tile set assets (images).

Handling Tiled Paths

The image paths and external tileset paths loaded will be relative to where the exported file was saved.

For example, let's say this is your source working directory structure when you make your Tiled map:

work/
  - map.tmx
  - map.png
  - map.tsx

The tileset image and/or source are stored next to the TMX file.

So when you export to JSON, say to map.json, Tiled will save the paths like this:

{
  "tilesets": [
    {
      "image": "map.png"
    },
    {
      "source": "map.tsx"
    }
  ]
}

But for your game, your file structure looks like this:

assets/
  - maps/map.json
  - tx/map.png
  - tsx/map.tsx

When your game loads and the extension loads your map file (/assets/maps/map.tmx), the paths will be loaded relative to the map tmx or any tsx file, so they will return 404 responses:

GET /assets/maps/map.png -> 404 Not Found
GET /assets/maps/map.tsx -> 404 Not Found

If you need to override this behavior, you can set convertPath to a custom function that takes two parameters: originPath and relativePath data.

originPath is the path of the original source file (for example the map.tmx), and relativePath is referenced external fil (for example the map.tsx)

// Create a new TiledResource loadable
var map = new ex.Plugin.Tiled.TiledMapResource("map.tmx");

map.convertPath = function (originPath, relativePath) {
   return "/assets/tx/" + path;
}

That will fix the paths:...

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v2.3.0 - Compression support

19 Apr 05:33
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Thanks to @Dreaded-Gnu

  • Add gzip and zlib support

v2.2.0

16 Nov 00:09
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  • Added external tileset (TSX) support for newer versions of Tiled

v2.1.0

08 Aug 03:04
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  • Updated to use webpack/UMD bundle

v2.0.3

08 Aug 01:55
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  • Switch to npm using @excaliburjs/excalibur-tiled package
  • Updated to excalibur 0.11.0

v2.0.1 Patch

23 May 02:19
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  • Fix declaration file to work better with npm typings

v2.0 Update to Excalibur 0.10.0

20 May 17:49
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  • Updated to excalibur 0.10.0
  • BREAKING CHANGE: Changed namespace from ex.Extensions.Tiled to Extensions.Tiled