The tilewidth
and tileheight
properties determine the general grid size of the map. The individual tiles may have different sizes. Larger tiles will extend at the top and right (anchored to the bottom left).
Can contain: properties, tileset, layer, objectgroup, imagelayer
Can contain: tileoffset (since 0.8.0), properties (since 0.8.0), image, terraintypes (since 0.9.0), tile
This element is used to specify an offset in pixels, to be applied when drawing a tile from the related tileset. When not present, no offset is applied.
data
child element. (since 0.9.0)As of the current version of Tiled Qt, each tileset has a single image associated with it, which is cut into smaller tiles based on the attributes defined on the tileset element. Later versions may add support for adding multiple images to a single tileset, as is possible in Tiled Java.
Can contain: data (since 0.9.0)
This element defines an array of terrain types, which can be referenced from the terrain
attribute of the tile
element.
Can contain: terrain
Can contain: properties
Can contain: properties, image (since 0.9.0)
All <tileset> tags shall occur before the first <layer> tag so that parsers may rely on having the tilesets before needing to resolve tiles.
Can contain: properties, data
When no encoding or compression is given, the tiles are stored as individual XML tile
elements. Next to that, the easiest format to parse is the "csv" (comma separated values) format.
The base64-encoded and optionally compressed layer data is somewhat more complicated to parse. First you need to base64-decode it, then you may need to decompress it. Now you have an array of bytes, which should be interpreted as an array of unsigned 32-bit integers using little-endian byte ordering.
Whatever format you choose for your layer data, you will always end up with so called "global tile IDs" (gids). They are global, since they may refer to a tile from any of the tilesets used by the map. In order to find out from which tileset the tile is you need to find the tileset with the highest firstgid
that is still lower or equal than the gid. The tilesets are always stored with increasing firstgid
s.
Can contain: tile
When you use the tile flipping feature added in Tiled Qt 0.7.0, the highest two bits of the gid store the flipped state. Bit 32 is used for storing whether the tile is horizontally flipped and bit 31 is used for the vertically flipped tiles. And since Tiled Qt 0.8.0, bit 30 means whether the tile is flipped (anti) diagonally, enabling tile rotation. These bits have to be read and cleared before you can find out which tileset a tile belongs to.
When rendering a tile, the order of operation matters. The diagonal flip (x/y axis swap) is done first, followed by the horizontal and vertical flips.
The following C++ pseudo-code should make it all clear:
// Bits on the far end of the 32-bit global tile ID are used for tile flags
const unsigned FLIPPED_HORIZONTALLY_FLAG = 0x80000000;
const unsigned FLIPPED_VERTICALLY_FLAG = 0x40000000;
const unsigned FLIPPED_DIAGONALLY_FLAG = 0x20000000;
...
// Extract the contents of the <data> element
string tile_data = ...
unsigned char *data = decompress(base64_decode(tile_data));
unsigned tile_index = 0;
// Here you should check that the data has the right size
// (map_width * map_height * 4)
for (int y = 0; y < map_height; ++y) {
for (int x = 0; x < map_width; ++x) {
unsigned global_tile_id = data[tile_index] |
data[tile_index + 1] << 8 |
data[tile_index + 2] << 16 |
data[tile_index + 3] << 24;
tile_index += 4;
// Read out the flags
bool flipped_horizontally = (global_tile_id & FLIPPED_HORIZONTALLY_FLAG);
bool flipped_vertically = (global_tile_id & FLIPPED_VERTICALLY_FLAG);
bool flipped_diagonally = (global_tile_id & FLIPPED_DIAGONALLY_FLAG);
// Clear the flags
global_tile_id &= ~(FLIPPED_HORIZONTALLY_FLAG |
FLIPPED_VERTICALLY_FLAG |
FLIPPED_DIAGONALLY_FLAG);
// Resolve the tile
for (int i = tileset_count - 1; i >= 0; --i) {
Tileset *tileset = tilesets[i];
if (tileset->first_gid() <= global_tile_id) {
tiles[y][x] = tileset->tileAt(global_tile_id - tileset->first_gid());
break;
}
}
}
}
(Since the above code was put together on this wiki page and can't be directly tested, please make sure to report any errors you encounter when basing your parsing code on it, thanks.)
Not to be confused with the tile
element inside a tileset
, this element defines the value of a single tile on a tile layer. This is however the most inefficient way of storing the tile layer data, and should generally be avoided.
The object group is in fact a map layer, and is hence called "object layer" in Tiled Qt.
Can contain: properties, object
While tile layers are very suitable for anything repetitive aligned to the tile grid, sometimes you want to annotate your map with other information, not necessarily aligned to the grid. Hence the objects have their coordinates and size in pixels, but you can still easily align that to the grid when you want to.
You generally use objects to add custom information to your tile map, such as spawn points, warps, exits, etc.
When the object has a gid
set, then it is represented by the image of the tile with that global ID. Currently that means width
and height
are ignored for such objects. The image alignment currently depends on the map orientation. In orthogonal orientation it's aligned to the bottom-left while in isometric it's aligned to the bottom-center.
Can contain: properties, ellipse (since 0.9.0), polygon, polyline, image
Used to mark an object as an ellipse. The regular x, y, width, height attributes are used to determine the size of the ellipse.
Each polygon
object is made up of a space-delimited list of x,y coordinates. The origin for these coordinates is the location of the parent object
. By default, the first point is created as 0,0 denoting that the point will originate exactly where the object
is placed.
A polyline
follows the same placement definition as a polygon
object.
A layer consisting of a single image.
Can contain: properties, image
Can contain: property
Wraps any number of custom properties. Can be used as a child of the map
, tile
(when part of a tileset
), layer
, objectgroup
and object
elements.
When the property spans contains newlines, the current versions of Tiled Java and Tiled Qt will write out the value as characters contained inside the property
element rather than as the value
attribute. However, it is at the moment not really possible to edit properties consisting of multiple lines with Tiled.
It is possible that a future version of the TMX format will switch to always saving property values inside the element rather than as an attribute.
Below are described the changes/additions that were made to the TMX format for recent versions of Tiled.
Tile objects can now be horizontally or vertically flipped. This is stored in the gid
attribute using the same mechanism as for regular tiles. The image is expected to be flipped without affecting its position, same way as flipped tiles.
Objects can be rotated freely. The rotation is stored in degrees as a rotation
attribute, with positive rotation going clockwise.
<object visible="0|1">
<tileset>
...
<terraintypes>
<terrain name="Name" tile="local_id"/>
</terraintypes>
<tile id="local_id" terrain="[n],[n],[n],[n]" probability="percentage"/>
...
</tileset>
There is preliminary support for a "staggered" (isometric) projection (new value for the orientation
attribute of the map
element).
A basic image layer type was added:
<imagelayer ...>
<image source="..."/>
</imagelayer>
<object ...>
<ellipse/>
</object>
<map ... backgroundcolor="#XXXXXX">
<tileset ...>
<tile id="[n]">
<!-- an embedded image -->
<image format="png">
<data encoding="base64">
...
</data>
</image>
</tile>
<tile id="[n]">
<!-- an individually referenced image for a single tile -->
<image source="file.png"/>
</tile>
...
</tileset>
Tilesets can now have custom properties (using the properties
child element, just like everything else).
Tilesets now support defining a drawing offset in pixels, which is to be used when drawing any tiles from that tileset. Example:
<tileset name="perspective_walls" tilewidth="64" tileheight="64">
<tileoffset x="-32" y="0"/>
...
</tileset>