FlxTilemap

Isometric tilemap implementation for HaxeFlixel.

Current status / features

Currently in alpha, not recommended for production environments. Big refactoring / breaking changes are very likely to happen!

  • Map culling, supports map sizes of up to 1000x1000 with constant draw time (maps can be bigger in theory but beware of memory consumption)
  • Sprite and dynamic tile sorting, allowing moving objects to appear behind or in front of walls, doors, etc
  • Pathfinding with simple A* implementation
  • Map scrolling and zoom

Live Demo

To do:

  • Heights
  • Slopes
  • Bridges
  • Bigger-than-tile objects
  • Improve performance
  • Better demo
  • Link to Neko & Cpp Binaries

Known Bugs

  • Sometimes when scrolling the leftmost column on the screen appears / disappears (floating point maybe?);
  • Tilemap tearing in Flash (very easy to spot when scrolling the camera, some tiles will be drawn 1px off their position) - might be on flixel side;
  • Collisions not working correctly (callbacks dispatching regardless of position and tile type);
  • Zoom not working correctly in html5

Targets

  • Flash
  • Html5 (using Openfl default backend)
  • Desktop (cpp & neko)
  • Android
  • iOS (should work, test needed)

Misc

  • The images char.png and char_64.png is originally from (http://opengameart.org), i downloaded it a long time ago and i couldn't find the original author anymore. The only relevant mention to this image i found here. If you read this and know the author please let us know so we can credit him.
  • The images new_char.png and RTP_Isometric_Games_by_telles0808.png are courtesy of Telles0808