Isometric tilemap implementation for HaxeFlixel.
This project is based on the great work done by Masadow and Tiago-Ling
Original project is visible at https://github.com/Masadow/FlxTilemap
Currently in alpha, not recommended for production environments. Big refactoring / breaking changes are very likely to happen!
- Map culling, supports map sizes of up to 1000x1000 with constant draw time (maps can be bigger in theory but beware of memory consumption)
- Sprite and dynamic tile sorting, allowing moving objects to appear behind or in front of walls, doors, etc
- Pathfinding with simple A* implementation
- Map scrolling and zoom
- Heights
- Slopes
- Bridges
- Bigger-than-tile objects
- Improve performance
- Better demo
- Link to Neko & Cpp Binaries
- Sometimes when scrolling the leftmost column on the screen appears / disappears (floating point maybe?);
- Tilemap tearing in Flash (very easy to spot when scrolling the camera, some tiles will be drawn 1px off their position) - might be on flixel side;
- Collisions not working correctly (callbacks dispatching regardless of position and tile type);
- Zoom not working correctly in html5
- Flash
- Html5 (using Openfl default backend)
- Desktop (cpp & neko)
- Android
- iOS (should work, test needed)
- The images
char.png
andchar_64.png
is originally from (http://opengameart.org), i downloaded it a long time ago and i couldn't find the original author anymore. The only relevant mention to this image i found here. If you read this and know the author please let us know so we can credit him. - The images
new_char.png
andRTP_Isometric_Games_by_telles0808.png
are courtesy of Telles0808