This extension adds support for a new TiledResource
to Excalibur.js to read Tiled map editor files (currently only JSON).
Install using npm:
npm install @excaliburjs/excalibur-tiled
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 { TiledResource } from '@excaliburjs/excalibur-tiled';
// Create tiled map resource, pointing to static asset path
const map = new TiledResource("/assets/map.json");
// Create a loader and reference the map
const loader = new ex.Loader([map]);
// Start the game (starts the loader)
game.start(loader).then(function() {
console.log("Game loaded");
// Process the data in the map as you like
map.data.tilesets.forEach(function(ts) {
console.log(ts.image, ts.imageTexture.isLoaded());
});
// get a Excalibur `TileMap` instance
const tm = map.getTileMap();
// draw the tile map
game.add(tm);
});
For reference, see this CodeSandbox sample for a Parcel-based game.
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.
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 TiledResource loadable
const map = new Extensions.Tiled.TiledResource("test.json");
// Create a loader and reference the map
const loader = new ex.Loader([map]);
// Start the game (starts the loader)
game.start(loader).then(function() {
console.log("Game loaded");
// Process the data in the map as you like
map.data.tilesets.forEach(function(ts) {
console.log(ts.image, ts.imageTexture.isLoaded());
});
// get a Excalibur `TileMap` instance
const tm = map.getTileMap();
// draw the tile map
game.add(tm);
});
The dist uses a UMD build and will attach itself to the ex.Extensions.Tiled
global if running in the browser standalone.
The TiledResource
loadable will load the map file you specify along with any referenced tile set assets (images).
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.json
), the paths will be loaded relative to the map JSON 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 imagePathAccessor
or externalTilesetPathAccessor
to a custom function that takes two parameters: path and ITiledTileSet
data.
// Create a new TiledResource loadable
var map = new Extensions.Tiled.TiledResource("map.json");
map.imagePathAccessor = function (path, tileset) {
return "/assets/tx/" + path;
}
map.externalTilesetPathAccessor = function (path, tileset) {
return "/assets/tsx/" + path;
}
That will fix the paths:
GET /assets/tx/map.png -> 200 OK
GET /assets/tsx/map.tsx -> 200 OK
Only supports JSON file format with CSV or Base64 (uncompressed) tile layer format.
- Built with webpack 3
- Uses webpack-dev-server
To start development server:
npm start
To watch:
npm run watch
To compile only:
npm run build
To compile test:
npm test