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This repository was archived by the owner on Mar 7, 2026. It is now read-only.
feat: Bridge Tiled and game logic #1
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Description
🔗 Is your feature request related to a specific issue?
Tiled is a powerful map editor, but the framework currently lacks a standardized system to parse Tiled map data and translate it into meaningful game objects, entities, and events. This requires developers to write boilerplate parsing code for every project.
💡 Feature Description
Implement a "Tiled Bridge" system that reads Tiled map files (.tmx or exported .json) and populates the game world based on its content.
- Expected outcome or effect: Automatic instantiation of game entities, collision geometry, and game logic triggers based on data from a Tiled map file.
- Specific implementation ideas: The following definitions are for reference only and are subject to change. Implementation could include:
- A
TiledMapLoaderclass that takes a map file as input. - Logic to map Tiled object types or names to game entity prefabs/factories.
- A processor to interpret custom properties on objects and tiles as component data or triggers (e.g., a "SpawnPoint" property on an object).
- A
- Usage scenarios or benefits: This allows level designers to build and configure complex levels, including entity placement, trigger zones, and collision, directly in Tiled without needing to write code. It streamlines the level design workflow significantly.
⚖ Alternatives Considered
N/A
📝 Additional Information
The bridge should be designed to work with the TilemapBase class from Lunar.Core.Base to remain renderer-agnostic. See Lunar.Core.Base#1
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