Tmx format with Flixel Haxe  

  Flixel  Haxe   Apr 26, 2012

During the past few days, I’ve been working with the HaxePunk framework to develop a game. But because of a lack of performance on Android (and no time to try to fix it), I’ve tried the Flixel port to see if I could build a game quickly.

First of all, I’ve tried the example based on Demo on my Android device and… surprise, the game turns at 50-60 FPS. So against my heart, I decided to start building my game on Flixel (actually, I really prefer the HaxePunk structure).

First of all, I tried to remember how Flixel works (I’ve already used it on My Hero Factory…).

So I started to initialise a project, and tried to import a level I’ve made with Tiled Map Editor… only to discover the tmx format is not supported in Flixel o_O.

Thanks to Matt Tuttle, the library is already ported to HaxePunk (the original one was from Thomas Jahn) so it was not difficult to make it work with Flixel.

So here is how you used it (make sure to download the sources) :

// Create a TmxMap with a tmx file
var tmx : TmxMap = new TmxMap( nme.Assets.getText('levels/map01.tmx') );

// Basic level structure
var t:FlxTilemap = new FlxTilemap();

// Generate a CSV from the layer 'map' with all the tiles from the TileSet 'tiles'
var mapCsv:String = tmx.getLayer('map').toCsv( tmx.getTileSet('tiles') );

t.loadMap(mapCsv, "gfx/tiles.png", 8, 8, FlxTilemap.OFF);
add(t);

And that’s it! Of course if you want to have collisions detections, just add:

override public function update()
{
    super.update();
    FlxG.collide(_player, _tilemap);
}

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