JavaFX is a very capable and very easy to install graphics library - its even fast enough to do quite advanced 3D (alas no shaders yet!)
While there is a java tmx loader I couldn’t find a tutorial that suited me and there is a small wrinkle in that the tmx loader hands you awt images which aren’t suitable for JavaFX
The code has some comments and should be reasonably self explanatory, it does make assumptions about tile sizes which it really shouldn’t but with this code and a start you should be able to bend it to your use or even make it more generic (like it should be!)
Anyhoo heres the code!
import javafx.application.Application;
import javafx.scene.*;
import javafx.stage.Stage;
import javafx.scene.layout.Pane;
import javafx.scene.image.Image;
import javafx.scene.image.ImageView;
import javafx.scene.paint.Color;
import javafx.scene.transform.*;
import javafx.animation.AnimationTimer;
import tiled.core.Map;
import tiled.io.TMXMapReader;
import tiled.core.MapLayer;
import tiled.core.TileLayer;
import tiled.core.Tile;
import java.util.ArrayList;
import java.awt.image.RenderedImage;
import java.awt.image.BufferedImage;
import java.awt.Graphics;
import java.io.ByteArrayOutputStream;
import javax.imageio.ImageIO;
import java.io.ByteArrayInputStream;
import java.util.HashMap;
public class test1 extends Application {
Pane mainPane;
Scene scene;
TMXMapReader mapReader = new TMXMapReader();
Map map = null;
TileLayer layer = null;
@Override
public void start(Stage primaryStage) {
Group root = new Group();
mainPane = new Pane();
root.getChildren().add( mainPane );
scene = new Scene( root, 640,480);
primaryStage.setScene( scene );
primaryStage.show();
// we how have a mainPane that we can hang stuff on and see it
// in a window...
// loading tmx and expanding it into various java structures
// it also loads the tile map images
try {
map = mapReader.readMap("untitled.tmx");
} catch (Exception e) {
e.printStackTrace();
}
// assume just the one layer
// you could have different layers on different
// javafx nodes sitting on top of each other...
layer = (TileLayer)map.getLayer(0);
if (layer==null) {
System.out.println("can't get map layer");
System.exit(-1);
}
int width = layer.getWidth();
int height = layer.getHeight();
Tile tile = null;
int tid;
// as libtiled provides awt images we must convert them to
// javafx images but we don't want a new image for every
// single tile on the map
HashMap<Integer,Image> tileHash = new HashMap<Integer,Image>();
Image tileImage = null;
for (int y=0; y<height; y++) {
for (int x=0; x<width; x++) {
tile = layer.getTileAt(x,y);
tid = tile.getId();
if (tileHash.containsKey(tid)) {
// if we have already used the image get it from the hashmap
tileImage=tileHash.get(tid);
} else {
// if we haven't seen it before convert and cache it
try {
tileImage=createImage(tile.getImage());
} catch (Exception e) {
e.printStackTrace(); // TODO!
}
tileHash.put(tid,tileImage);
}
ImageView iv = new ImageView(tileImage);
// assuming staggered if Y is odd move it right 1/2 a tile
// also assuming 64x64 tile
iv.setTranslateX( (y%2 == 0 ? 0 : 32) + x*64);
iv.setTranslateY(y*16);
mainPane.getChildren().add(iv);
// at this point you might want to add the ImageView to a custom
// "tile" class including your own info which you can then place
// in a 2d array where the index's are the coordinates of the tile
}
}
// give some indication that caching did something!
System.out.println("tile image hash has "+tileHash.size()+" items");
// dump all the tmx stuff
tileHash = null;
map = null;
layer = null;
}
public static void main(String[] args) {
launch(args);
}
// copy an awt image into a javafx image
// "borrowed" fragment from part of
// https://community.oracle.com/message/9655930#9655930
public static javafx.scene.image.Image createImage(java.awt.Image image) throws Exception {
if (!(image instanceof RenderedImage)) {
BufferedImage bufferedImage = new BufferedImage(image.getWidth(null),
image.getHeight(null), BufferedImage.TYPE_INT_ARGB);
Graphics g = bufferedImage.createGraphics();
g.drawImage(image, 0, 0, null);
g.dispose();
image = bufferedImage;
}
ByteArrayOutputStream out = new ByteArrayOutputStream();
ImageIO.write((RenderedImage) image, "png", out);
out.flush();
ByteArrayInputStream in = new ByteArrayInputStream(out.toByteArray());
return new javafx.scene.image.Image(in);
}
}