Dynamically loading Tiled maps in Godot
This is a Godot 4 project that shows how it's possible to load a Tiled map in JSON from an HTTP server.
- maps, tilesets and assets are loaded at runtime
- Tiled world files are used to split large maps into chunks to be loaded and unloaded as the player character moves
- layers
- animated tiles
this is probably not good GDScript code at all, but it works
See the reference "game" for a suitable Tiled map: https://github.com/jacopofar/reference_game
- Allow events to move around following a path
- Add collisions to tiles
- Let events collide with obstacles
- Let events collide with the player
- Let events react with collision with the player
- Central variable storage
- Store globally the game details (e.g. tile size) to use them around
- Extend the events to do more:
- Teleport
- Change variable in storage
- Allow events to have conditional states
- allow remote control mode (the server can send keys, read variables state and take screenshots), useful for tests too
- schema validation outside godot? makes sense to be in the same repo still
- Handle event chunk migration (the event may move to a different chunk than the starting one, and must survive the chunk unload)