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NOTE: Development of this project is indefinitely suspended in favour of tmxlite which supports generic rendering across C++ frameworks such as SFML and SDL2, requires no external linkage and has broader platform support, including mobile devices.

Tiled tmx map loader for SFML 2.0.0

/*********************************************************************

Matt Marchant 2013 - 2016
SFML Tiled Map Loader - https://github.com/bjorn/tiled/wiki/TMX-Map-Format

Zlib License:
This software is provided 'as-is', without any express or
implied warranty. In no event will the authors be held
liable for any damages arising from the use of this software.

Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute
it freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented;
    you must not claim that you wrote the original software.
    If you use this software in a product, an acknowledgment
    in the product documentation would be appreciated but
    is not required.

  2. Altered source versions must be plainly marked as such,
    and must not be misrepresented as being the original software.

  3. This notice may not be removed or altered from any
    source distribution.

*********************************************************************/

This class is designed to load TILED .tmx format maps, compatible with
TILED up to version 0.9.0

http://trederia.blogspot.co.uk/2013/05/tiled-map-loader-for-sfml.html

What's Supported

Uses pugixml (included) to parse xml
Supports orthogonal maps
Supports isometric maps
Supports conversion between orthogonal and isometric world coords
Parses all types of layers (normal, object and image), layer properties
Parses all types of object, object shapes, types, properties
Option to draw debug output of objects and tile grid
Supports multiple tile sets, including tsx files and collections of images
Supports all layer encoding and compression: base64, csv, zlib, gzip and xml (requires zlib library, see /lib directory)
Quad tree partitioning / querying of map object data
Optional utility functions for converting tmx map objects into box2D body data

What's not supported / limitations

Parsing of individual tile properties
Staggered isometric maps

Requirements

pugixml (included)
zlib (http://zlib.net/)
SFML 2.x (http://sfml-dev.org)
Minimal C++11 compiler support (tested with VS11 and GCC4.7)

Usage

With the Cmake file provided create a project for the compiler of your choice to build and install the map loader as either a static or shared library. You can use cmake-gui (useful for windows users) to see all the options, such as building the example applications.

To quickly get up and running create an instance of the MapLoader class

tmx::MapLoader ml("path/to/maps");

load a map file

ml.load("map.tmx");

and draw it in your main loop

renderTarget.draw(ml);

Note that the constructor takes a path to the directory containing the map files as a parameter (with or without the trailing '/') so that you only need pass the map name to MapLoader::load(). If you have images and/or tileset data in another directory you may add it with:

ml.addSearchPath(path);

before attempting to load the map file.

New maps can be loaded simply by calling the load function again, existing maps will be automatically unloaded. MapLoader::load() also returns true on success and false on failure, to aid running the function in its own thread for example. Conversion functions are provided for converting coordinate spaces between orthogonal and isometric. For instance MapLoader::orthogonalToIsometric() will convert mouse coordinates from screen space:

0--------X
|
|
|
|
|
Y

to isometric space:

     0
    / \
   /   \
  /     \
 /       \
Y         X

Layer information can be accessed through MapLoader::getLayers()

bool collision;
const auto& layers = ml.getLayers();
for(const auto& layer : layers)
{
    if(layer.name == "Collision")
    {
        for(const auto& object : layer.objects)
        {
            collision = object.contains(point);
        }
    }
}

The quad tree is used to reduce the number of MapObjects used during a query. If a map contains hundreds of objects which are used for collision it makes little sense to test them all if only a few are ever within collision range. For example in your update loop first call:

ml.updateQuadTree(myRect);

where myRect is the area representing the root node. You will probably only want to start with MapObjects which are visible on screen, so set myRect to your view area. Then query the quad tree with another FloatRect representing the area for potential collision. This could be the bounding box of your sprite:

std::vector<MapObject*> objects = ml.queryQuadTree(mySprite.getGlobalBounds());

This returns a vector of pointers to MapObjects contained within any quads which are intersected by your sprite's bounds. You can then proceed to perform any collision testing as usual.

Some utility functions are providied in tmx2box2d.h/cpp. If you use box2d for physics then add these files to you project, or set the box2d option to true when configuring the cmake file. You may then create box2d physics bodies using the BodyCreator:

sf::Vector2u tileSize(16, 16);
b2Body* body = tmx::BodyCreator::add(mapObject, b2World, tileSize);

where b2World is a reference to a valid box2D physics world. The body creator is only a utility class, so it is no problem letting it go out of scope once your bodies are all created. As box2d uses a different coordinate system to SFML there are 4 functions for converting from one space to another:

    b2Vec2 sfToBoxVec(const sf::Vector2f& vec);
    sf::Vector2f boxToSfVec(const b2Vec2& vec);
    float sfToBoxFloat(float val);
    float boxToSfFloat(float val);

You should use these whenever you are trying to draw with SFML based on the physics output, or set box2d parameters in SFML world values. When using box2d you may find that the build types of both the map loader and box2d should match (ie both static or both shared libs).

Debugging output can be enabled with one of the following preprocessor directives:

#define LOG_OUTPUT_CONSOLE

all output is directed to the console window

#define LOG_OUTPUT_FILE

all output is written to a file named output.log in the executable directory

#define LOG_OUTPUT_ALL

log output is directed to both the console and output.log

Logging is disabled by default. The level of log information can be set with

tmx::setLogLevel()

by providing a bitmask for the level required. For instance to only log warnings and errors use:

tmx::setLogLevel(tmx::Logger::Warning | tmx::Logger::Error);

For more detailed examples see the source in the examples folder, and the wiki on github: https://github.com/fallahn/sfml-tmxloader/wiki

Doxygen documentation can also be generated with the doxy file in the docs folder.