Ethanon Engine Toolkit to import [Tiled Map Editor] (http://www.mapeditor.org/) exported maps. (.json exports need to be previously converted into .emx format)
ETHTiled.angelscript : Ethanon Engine Tiled (.emx importer) Lib
ethtiled.js : NodeJS Script - Tiled (.json) to (.emx) Converter
- Basic Import (multiple tilesets & layers)
- Advanced Import (custom property support)
For the system to treat tiles as entities, there must be a correct name with .ent extension. For treating an entire tileset as the same entity the Tileset Name must contain the .ent extension:
To determine wich sprite frame will be rendered for the entity in-game, one must set a custom frame ('f') property for each tile (0,0 means x=0 y=0)Tilesets can also be treated as a group of different entities : This can be accomplished by removing the .ent extension from the tileset name, requiring each tile to have an additional property : 'n'
NOTE : The entity name string prop ('n') value must end with the .ent extension
node ethtiled.js exported.json ( NODEJS REQUIRED TO RUN SCRIPT )
#include "ETHTiled.angelscript"
void main(){ LoadScene("empty", "gameInit", "gameLoop"); }
void gameInit(){ EMX('example.emx'); /*add your init. logic*/ }
void gameLoop(){ /*add your game logic*/ }
That the entity names used in the tilesets must be defined as entities in your proyect/entities directory.