so I am trying to build a side-scrolling platform game and have created a map using the Tiled Map Editor. I have succesfully loaded in non-tiled objects and tiles into my game using the following class I wrote:
class TiledMap:
def __init__(self, filename):
tm = pytmx.load_pygame(filename, pixelalpha=True)
self.tmxdata = tm
self.width = tm.width * tm.tilewidth
self.height = tm.height * tm.tilewidth
def render(self, surface):
# ti = self.tmxdata.get_tile_image_by_gid
for layer in self.tmxdata.visible_layers:
if isinstance(layer, pytmx.TiledTileLayer):
for x, y, gid, in layer:
tile_bitmap = self.tmxdata.get_tile_image_by_gid(gid)
if tile_bitmap:
surface.blit(
tile_bitmap,
(x * self.tmxdata.tilewidth, y * self.tmxdata.tileheight),
)
# This doesn't work but I tried to do this
elif isinstance(layer, pytmx.TiledObject):
for x, y, gid in layer:
for objects in self.tmxdata.objects:
if objects.name == "Background":
img_bitmap = self.tmxdata.get_tile_image_by_gid(gid)
surface.blit(img_bitmap, (objects.x, objects.y))
def make_map(self):
temp_surface = pg.Surface((self.width, self.height))
self.render(temp_surface)
return temp_surface
And now I am trying to load my background image which, per the Tile Map Editor documentation, I have made into a large tile object and put in the background layer. But I don't know how to load a tiled object using Pytmx, I tried looking at the source code and it does seem to have support for tiled objects. I know these tiled objects had a gid property but am not sure how to load the tile object image using that.
And I am new to pygame and pytmx but not necessarily new to python. Thanks!
I found the solution by reading the Pytmx source code and trying things out. So this is code I use to read tile objects.
Essentially, looping through your objects and because this is a tile object, it has a gid property. Get the image with the gid and I created a rectangle so I can apply my camera to the background (for a parallax effect). Then you blit the image, and rectangle and there you go.
Also, I had to include a pg.SRCALPHA flag when rendering my tile map so it looked right.