Difference between revisions of "Tiled Bump"
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| == Description == | == Description == | ||
| − | Here we will set up Gideros to work with Tiled | + | Here we will set up Gideros to work with Tiled with Bump for collision detection. | 
| − | Tiled  | + | Tiled lets you use various layers: ''Tile Layer'', ''Object Layer'', ''Image Layer'', ''Group Layer''. | 
| [[File:Tiled Collection of Images Liquidfun.png|480px|Tileset -> Collection of Images]] ''level1 using Collection of Images'' | [[File:Tiled Collection of Images Liquidfun.png|480px|Tileset -> Collection of Images]] ''level1 using Collection of Images'' | ||
| Line 15: | Line 15: | ||
| This is how you could load your Tiled maps in Gideros: | This is how you could load your Tiled maps in Gideros: | ||
| <syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
| − | local currlevel = TiledLevels.new(pathtotiledlevel, ecs,  | + | local currlevel = TiledLevels.new(pathtotiledlevel, ecs, bump, layers) | 
| </syntaxhighlight> | </syntaxhighlight> | ||
| Line 24: | Line 24: | ||
| function LevelX:init() | function LevelX:init() | ||
| 	application:setBackgroundColor(0x5500ff) | 	application:setBackgroundColor(0x5500ff) | ||
| − | 	--  | + | 	-- move the cursor out of the way (more annoying than usefull?!) | 
| + | 	if not application:isPlayerMode() then | ||
| + | 		local sw, sh = application:get("screenSize") -- the user's screen size! | ||
| + | 		application:set("cursorPosition", sw-10, sh-10) -- 0, 0 | ||
| + | 	end | ||
| + | 	-- _____  _     _    _  _____ _____ _   _  _____  | ||
| + | 	--|  __ \| |   | |  | |/ ____|_   _| \ | |/ ____| | ||
| + | 	--| |__) | |   | |  | | |  __  | | |  \| | (___   | ||
| + | 	--|  ___/| |   | |  | | | |_ | | | | . ` |\___ \  | ||
| + | 	--| |    | |___| |__| | |__| |_| |_| |\  |____) | | ||
| + | 	--|_|    |______\____/ \_____|_____|_| \_|_____/  | ||
| 	-- tiny-ecs | 	-- tiny-ecs | ||
| 	self.tiny = require "classes/tiny-ecs" | 	self.tiny = require "classes/tiny-ecs" | ||
| 	self.tiny.tworld = self.tiny.world() | 	self.tiny.tworld = self.tiny.world() | ||
| − | 	--  | + | 	-- cbump (bworld) | 
| − | 	local bworld =  | + | 	local bump = require "cbump" | 
| − | 	--  | + | 	local bworld = bump.newWorld() -- grid cell size, default = 64 | 
| + | 	-- _           __     ________ _____   _____  | ||
| + | 	--| |        /\\ \   / /  ____|  __ \ / ____| | ||
| + | 	--| |       /  \\ \_/ /| |__  | |__) | (___   | ||
| + | 	--| |      / /\ \\   / |  __| |  _  / \___ \  | ||
| + | 	--| |____ / ____ \| |  | |____| | \ \ ____) | | ||
| + | 	--|______/_/    \_\_|  |______|_|  \_\_____/  | ||
| 	local layers = {} | 	local layers = {} | ||
| 	layers["main"] = Sprite.new() -- one Sprite to hold them all | 	layers["main"] = Sprite.new() -- one Sprite to hold them all | ||
| Line 37: | Line 53: | ||
| 	layers["fg"] = Sprite.new() -- fg layer | 	layers["fg"] = Sprite.new() -- fg layer | ||
| 	layers["player1input"] = Sprite.new() -- player1 input layer | 	layers["player1input"] = Sprite.new() -- player1 input layer | ||
| − | 	--  | + | 	-- _      ________      ________ _       _____  | 
| + | 	--| |    |  ____\ \    / /  ____| |     / ____| | ||
| + | 	--| |    | |__   \ \  / /| |__  | |    | (___   | ||
| + | 	--| |    |  __|   \ \/ / |  __| | |     \___ \  | ||
| + | 	--| |____| |____   \  /  | |____| |____ ____) | | ||
| + | 	--|______|______|   \/   |______|______|_____/  | ||
| 	self.tiledlevels = {} | 	self.tiledlevels = {} | ||
| 	self.tiledlevels[1] = "tiled/levels/level01" -- lua file without extension | 	self.tiledlevels[1] = "tiled/levels/level01" -- lua file without extension | ||
| Line 54: | Line 75: | ||
| <syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
| -- ... | -- ... | ||
| − | -- global  | + | -- global variables | 
| g_currlevel = 1 -- 1 = Collection of Images, 2 = Tileset | g_currlevel = 1 -- 1 = Collection of Images, 2 = Tileset | ||
| − | g_keyleft = KeyCode.LEFT  | + | g_keyleft = KeyCode.LEFT | 
| − | g_keyright = KeyCode.RIGHT  | + | g_keyright = KeyCode.RIGHT | 
| − | g_keyup = KeyCode.UP  | + | g_keyup = KeyCode.UP | 
| -- ... | -- ... | ||
| </syntaxhighlight> | </syntaxhighlight> | ||
| Line 76: | Line 97: | ||
| The Tiled layers are split in two categories: | The Tiled layers are split in two categories: | ||
| * '''deco layers''' for displaying images and shapes on the screen | * '''deco layers''' for displaying images and shapes on the screen | ||
| − | * '''physics layers''' consisting of  | + | * '''physics layers''' consisting of only '''Rectangles''' used for physics collisions | 
|   '''note''': the layers names in the code correspond to the layers names in Tiled |   '''note''': the layers names in the code correspond to the layers names in Tiled | ||
| − | + | For the shapes which are decorative we call the ''buildShapes'' function. | |
| Finally, each shapes functions will call the appropriate Class to build the shape (Ellipse, Point, Polygon, Polyline, Rectangle, Text). | Finally, each shapes functions will call the appropriate Class to build the shape (Ellipse, Point, Polygon, Polyline, Rectangle, Text). | ||
| Line 92: | Line 113: | ||
| function TiledLevels:init(tmpath, xtiny, xbworld, xlayers) | function TiledLevels:init(tmpath, xtiny, xbworld, xlayers) | ||
| 	local myformat = TextureBase.RGBA4444 -- perfs? XXX | 	local myformat = TextureBase.RGBA4444 -- perfs? XXX | ||
| − | |||
| 	local tm = require(tmpath) -- eg.: "tiled/test" without ".lua" extension + exclude from execution! | 	local tm = require(tmpath) -- eg.: "tiled/test" without ".lua" extension + exclude from execution! | ||
| 	local tsimgpath -- "tiled/", Tiled root path to images | 	local tsimgpath -- "tiled/", Tiled root path to images | ||
| Line 105: | Line 125: | ||
| 	--   | |   _| |_| |____| |____ ____) | |____   | |     | 	--   | |   _| |_| |____| |____ ____) | |____   | |     | ||
| 	--   |_|  |_____|______|______|_____/|______|  |_|     | 	--   |_|  |_____|______|______|_____/|______|  |_|     | ||
| − | 	-- this is the classic | + | 	-- this is the classic "Tileset" | 
| 	for i = 1, #tm.tilesets do | 	for i = 1, #tm.tilesets do | ||
| 		local tileset = tm.tilesets[i] | 		local tileset = tm.tilesets[i] | ||
| Line 124: | Line 144: | ||
| 		end | 		end | ||
| 	end | 	end | ||
| − | 	-- classic  | + | 	-- classic "Tileset" function | 
| 	local function gid2tileset(tm, gid) | 	local function gid2tileset(tm, gid) | ||
| 		for i = 1, #tm.tilesets do | 		for i = 1, #tm.tilesets do | ||
| Line 147: | Line 167: | ||
| 	-- _| |_| |  | |/ ____ \ |__| | |____ ____) | | 	-- _| |_| |  | |/ ____ \ |__| | |____ ____) | | ||
| 	--|_____|_|  |_/_/    \_\_____|______|_____/   | 	--|_____|_|  |_/_/    \_\_____|______|_____/   | ||
| − | 	-- this one parses individual images | + | 	-- this one parses individual images "Collection of Images" | 
| 	local tilesetimages = {} -- table holding all the tileset images info (path, width, height) | 	local tilesetimages = {} -- table holding all the tileset images info (path, width, height) | ||
| 	for i = 1, #tm.tilesets do | 	for i = 1, #tm.tilesets do | ||
| Line 219: | Line 239: | ||
| 		--   | |   _| |_| |____| |____| |____ / ____ \| |  | |____| | \ \   | 		--   | |   _| |_| |____| |____| |____ / ____ \| |  | |____| | \ \   | ||
| 		--   |_|  |_____|______|______|______/_/    \_\_|  |______|_|  \_\ | 		--   |_|  |_____|______|______|______/_/    \_\_|  |______|_|  \_\ | ||
| − | 		-- this is the classic tile layers | + | 		-- this is the classic "Tileset" tile layers | 
| − | 		--  | + | 		-- background = bg, foreground = fg | 
| 		if layer.type == "tilelayer" and (layer.name:match("bg") or layer.name:match("fg")) then | 		if layer.type == "tilelayer" and (layer.name:match("bg") or layer.name:match("fg")) then | ||
| 			if layer.name:match("bg") then group = xlayers["bg"] | 			if layer.name:match("bg") then group = xlayers["bg"] | ||
| Line 258: | Line 278: | ||
| 		--| |__| | |_) | |__| | |___| |____   | |  | |____ / ____ \| |  | |____| | \ \   | 		--| |__| | |_) | |__| | |___| |____   | |  | |____ / ____ \| |  | |____| | \ \   | ||
| 		-- \____/|____/ \____/|______\_____|  |_|  |______/_/    \_\_|  |______|_|  \_\ | 		-- \____/|____/ \____/|______\_____|  |_|  |______/_/    \_\_|  |______|_|  \_\ | ||
| − | 		-- objects layers can be for decoration shapes  | + | 		-- objects layers can be for decoration (images and shapes) and physics (Bump) | 
| 		elseif layer.type == "objectgroup" then | 		elseif layer.type == "objectgroup" then | ||
| 			local o | 			local o | ||
| Line 284: | Line 304: | ||
| 					myshape, mytable = nil, nil | 					myshape, mytable = nil, nil | ||
| 					local color = math.random(0xffffff) | 					local color = math.random(0xffffff) | ||
| − | 					local  | + | 					local shapelinecolor = 0xffffff | 
| + | 					if o.shape == "point" then | ||
| + | 						shapelinecolor = math.random(0xffffff) | ||
| + | 					end | ||
| 					mytable = { | 					mytable = { | ||
| − | 						shapelinewidth=1, shapelinecolor= | + | 						shapelinewidth=1, shapelinecolor=shapelinecolor, | 
| − | |||
| 						color=color, | 						color=color, | ||
| 					} | 					} | ||
| Line 301: | Line 323: | ||
| 					myshape, mytable = nil, nil | 					myshape, mytable = nil, nil | ||
| 					local color = math.random(0xffffff) | 					local color = math.random(0xffffff) | ||
| − | 					local  | + | 					local shapelinecolor = 0xffffff | 
| + | 					if o.shape == "point" then | ||
| + | 						shapelinecolor = math.random(0xffffff) | ||
| + | 					end | ||
| 					mytable = { | 					mytable = { | ||
| − | 						shapelinewidth= | + | 						shapelinewidth=1, shapelinecolor=shapelinecolor, | 
| − | |||
| 						color=color, | 						color=color, | ||
| 					} | 					} | ||
| Line 321: | Line 345: | ||
| 			--| |           __/ |                          __/ |                | 			--| |           __/ |                          __/ |                | ||
| 			--|_|          |___/                          |___/                 | 			--|_|          |___/                          |___/                 | ||
| − | 			-- add a physics body to the shapes ( | + | 			-- add a physics body to the shapes (Bump) | 
| − | 			elseif layer.name  | + | 			elseif layer.name:match("physics_grounds") then | 
| 				for i = 1, #layer.objects do | 				for i = 1, #layer.objects do | ||
| 					o = layer.objects[i] | 					o = layer.objects[i] | ||
| − | 					o.isfloor = true | + | 					o.isfloor = true -- Bump id | 
| − | 					--  | + | 					-- physics body | 
| − | + | 					xbworld:add(o, o.x, o.y, o.width, o.height) | |
| − | + | 					-- decor (optional) | |
| − | + | 					if g_currlevel == 1 then | |
| − | + | 						local texpath = "gfx/textures/wdipagu_2K_Albedo.jpg_0007.png" | |
| − | |||
| − | 					--  | ||
| − | 					if g_currlevel == 1 then  | ||
| − | 						local  | ||
| 						mytable = { | 						mytable = { | ||
| − | 							texpath= | + | 							texpath=texpath, istexpot=true, scalex=1, | 
| − | |||
| − | |||
| 						} | 						} | ||
| 						levelsetup = {} | 						levelsetup = {} | ||
| Line 358: | Line 376: | ||
| 					local opos = vector(o.x, o.y) | 					local opos = vector(o.x, o.y) | ||
| 					-- EPlayer1:init(xspritelayer, xpos) | 					-- EPlayer1:init(xspritelayer, xpos) | ||
| − | 					self.player1 = EPlayer1.new( | + | 					self.player1 = EPlayer1.new(xlayers["actors"], opos) | 
| 					xtiny.tworld:addEntity(self.player1) | 					xtiny.tworld:addEntity(self.player1) | ||
| + | 					-- physics body | ||
| + | 					xbworld:add( | ||
| + | 						self.player1, | ||
| + | 						self.player1.pos.x, self.player1.pos.y, | ||
| + | 						self.player1.collbox.w, self.player1.collbox.h | ||
| + | 					) | ||
| 				end | 				end | ||
| 			end | 			end | ||
| Line 422: | Line 446: | ||
| 		for k, v in pairs(xlevelsetup) do tablebase[k] = v end | 		for k, v in pairs(xlevelsetup) do tablebase[k] = v end | ||
| 		myshape = Tiled_Shape_Text.new(tablebase) | 		myshape = Tiled_Shape_Text.new(tablebase) | ||
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| 	else | 	else | ||
| 		print("*** CANNOT PROCESS THIS SHAPE! ***", xobject.shape, xobject.name) | 		print("*** CANNOT PROCESS THIS SHAPE! ***", xobject.shape, xobject.name) | ||
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| --	self.w, self.h = img:getWidth(), img:getHeight() | --	self.w, self.h = img:getWidth(), img:getHeight() | ||
| 	self:addChild(img) | 	self:addChild(img) | ||
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| end | end | ||
| </syntaxhighlight> | </syntaxhighlight> | ||
| == DEMO PROJECT == | == DEMO PROJECT == | ||
| − | '''[[Media:Tiled demo  | + | '''[[Media:Tiled demo bump.zip]]''' ('''tip''': right click -> Save Link As) | 
| '''[[Tiled]]''' | '''[[Tiled]]''' | ||
| {{GIDEROS IMPORTANT LINKS}} | {{GIDEROS IMPORTANT LINKS}} | ||
Revision as of 16:36, 17 May 2025
Description
Here we will set up Gideros to work with Tiled with Bump for collision detection.
Tiled lets you use various layers: Tile Layer, Object Layer, Image Layer, Group Layer.
 level1 using Collection of Images
 level1 using Collection of Images
full demo available at the end!
LOAD YOUR TILED MAP
This is how you could load your Tiled maps in Gideros:
local currlevel = TiledLevels.new(pathtotiledlevel, ecs, bump, layers)
An excerpt from the demo project where we call the TiledLevels Class:
LevelX = Core.class(Sprite)
function LevelX:init()
	application:setBackgroundColor(0x5500ff)
	-- move the cursor out of the way (more annoying than usefull?!)
	if not application:isPlayerMode() then
		local sw, sh = application:get("screenSize") -- the user's screen size!
		application:set("cursorPosition", sw-10, sh-10) -- 0, 0
	end
	-- _____  _     _    _  _____ _____ _   _  _____ 
	--|  __ \| |   | |  | |/ ____|_   _| \ | |/ ____|
	--| |__) | |   | |  | | |  __  | | |  \| | (___  
	--|  ___/| |   | |  | | | |_ | | | | . ` |\___ \ 
	--| |    | |___| |__| | |__| |_| |_| |\  |____) |
	--|_|    |______\____/ \_____|_____|_| \_|_____/ 
	-- tiny-ecs
	self.tiny = require "classes/tiny-ecs"
	self.tiny.tworld = self.tiny.world()
	-- cbump (bworld)
	local bump = require "cbump"
	local bworld = bump.newWorld() -- grid cell size, default = 64
	-- _           __     ________ _____   _____ 
	--| |        /\\ \   / /  ____|  __ \ / ____|
	--| |       /  \\ \_/ /| |__  | |__) | (___  
	--| |      / /\ \\   / |  __| |  _  / \___ \ 
	--| |____ / ____ \| |  | |____| | \ \ ____) |
	--|______/_/    \_\_|  |______|_|  \_\_____/ 
	local layers = {}
	layers["main"] = Sprite.new() -- one Sprite to hold them all
	layers["bg"] = Sprite.new() -- bg layer
	layers["actors"] = Sprite.new() -- actors layer
	layers["fg"] = Sprite.new() -- fg layer
	layers["player1input"] = Sprite.new() -- player1 input layer
	-- _      ________      ________ _       _____ 
	--| |    |  ____\ \    / /  ____| |     / ____|
	--| |    | |__   \ \  / /| |__  | |    | (___  
	--| |    |  __|   \ \/ / |  __| | |     \___ \ 
	--| |____| |____   \  /  | |____| |____ ____) |
	--|______|______|   \/   |______|______|_____/ 
	self.tiledlevels = {}
	self.tiledlevels[1] = "tiled/levels/level01" -- lua file without extension
	self.tiledlevels[2] = "tiled/levels/level02" -- lua file without extension
	-- ...
	-- here we build the level using Tiled
	local currlevel = TiledLevels.new(self.tiledlevels[g_currlevel], self.tiny, bworld, layers)
	-- ...
g_currlevel is a global variable declared in the "main.lua" file. The demo project has currently 2 Tiled levels available:
- g_currlevel = 1, level built using Tiled: New Tileset -> Collection of Images
- g_currlevel = 2, level built using Tiled: New Tileset -> Based on Tileset Image
main.lua:
-- ...
-- global variables
g_currlevel = 1 -- 1 = Collection of Images, 2 = Tileset
g_keyleft = KeyCode.LEFT
g_keyright = KeyCode.RIGHT
g_keyup = KeyCode.UP
-- ...
Below is the TiledLevels Class.
BUILD YOUR LEVEL
The TiledLevels Class will read a Tiled lua file and build the level in Gideros.
There are a couple of steps before building the level:
- we need to link the Tiled Tileset images to their correct tile id
- optionally it is best (performance wise) to pack the images
- we create a parseImage function for each Tiled layers to call
We can then read each Tiled Layers and build our levels (deco layers and physics layers).
The Tiled layers are split in two categories:
- deco layers for displaying images and shapes on the screen
- physics layers consisting of only Rectangles used for physics collisions
note: the layers names in the code correspond to the layers names in Tiled
For the shapes which are decorative we call the buildShapes function.
Finally, each shapes functions will call the appropriate Class to build the shape (Ellipse, Point, Polygon, Polyline, Rectangle, Text).
You will find below the steps implemented in the TiledLevels Class.
BUILD YOUR LEVEL FULL CODE
TiledLevels = Core.class(Sprite)
function TiledLevels:init(tmpath, xtiny, xbworld, xlayers)
	local myformat = TextureBase.RGBA4444 -- perfs? XXX
	local tm = require(tmpath) -- eg.: "tiled/test" without ".lua" extension + exclude from execution!
	local tsimgpath -- "tiled/", Tiled root path to images
	if g_currlevel == 1 then tsimgpath = "tiled/levels/" -- level01
	elseif g_currlevel == 2 then tsimgpath = "tiled/levels/" -- level02
	-- ...
	end
	-- _______ _____ _      ______  _____ ______ _______ 
	--|__   __|_   _| |    |  ____|/ ____|  ____|__   __|
	--   | |    | | | |    | |__  | (___ | |__     | |   
	--   | |    | | | |    |  __|  \___ \|  __|    | |   
	--   | |   _| |_| |____| |____ ____) | |____   | |   
	--   |_|  |_____|______|______|_____/|______|  |_|   
	-- this is the classic "Tileset"
	for i = 1, #tm.tilesets do
		local tileset = tm.tilesets[i]
		-- add extra values (variables) to a tm.tilesets[i] table
		if tileset.image then -- only tileset tilemap layers
			tileset.numcols = math.floor(
				(tileset.imagewidth-tileset.margin+tileset.spacing)/
				(tileset.tilewidth+tileset.spacing)
			)
			tileset.numrows = math.floor(
				(tileset.imageheight-tileset.margin+tileset.spacing)/
				(tileset.tileheight+tileset.spacing)
			)
			tileset.lastgid = tileset.firstgid+(tileset.numcols*tileset.numrows)-1
			tileset.texture = Texture.new(tsimgpath..tileset.image, false,
				{ format=myformat, extend=false, } -- extend=false, true
			)
		end
	end
	-- classic "Tileset" function
	local function gid2tileset(tm, gid)
		for i = 1, #tm.tilesets do
			local tileset = tm.tilesets[i]
			if tileset.image then -- only valid tileset layers
				if tileset.firstgid <= gid and gid <= tileset.lastgid then
					return tileset
				end
			end
		end
	end
	-- _______ _____ _      ______  _____ ______ _______ 
	--|__   __|_   _| |    |  ____|/ ____|  ____|__   __|
	--   | |    | | | |    | |__  | (___ | |__     | |   
	--   | |    | | | |    |  __|  \___ \|  __|    | |   
	--   | |   _| |_| |____| |____ ____) | |____   | |   
	--   |_|  |_____|______|______|_____/|______|  |_|   
	-- _____ __  __          _____ ______  _____ 
	--|_   _|  \/  |   /\   / ____|  ____|/ ____|
	--  | | | \  / |  /  \ | |  __| |__  | (___  
	--  | | | |\/| | / /\ \| | |_ |  __|  \___ \ 
	-- _| |_| |  | |/ ____ \ |__| | |____ ____) |
	--|_____|_|  |_/_/    \_\_____|______|_____/ 
	-- this one parses individual images "Collection of Images"
	local tilesetimages = {} -- table holding all the tileset images info (path, width, height)
	for i = 1, #tm.tilesets do
		local tileset = tm.tilesets[i]
		if not tileset.image then -- filter out tileset tilemap layers, only tileset images
			local tiles = tileset.tiles
			for j = 1, #tiles do
				-- populate the tilesetimages table based on the tile gid and id
				-- note: you may have to adjust the path (tsimgpath) to point to the image folder
				tilesetimages[tileset.firstgid + tiles[j].id] = {
					path=tsimgpath..tiles[j].image,
					width=tiles[j].width,
					height=tiles[j].height,
				}
			end
		end
	end
--[[
	-- this function is if you don't want to pack your Tiled images even though you should!
	local function parseImage(xobject, xlayer)
		local tex = Texture.new(tilesetimages[xobject.gid].path, false,
			{ format=myformat , extend=false, } -- extend=false, true
		)
		local bitmap = Bitmap.new(tex)
		bitmap:setAnchorPoint(0, 1) -- because I always forget to modify Tiled objects alignment
		-- supports Tiled image scaling
		local scalex, scaley = xobject.width/tex:getWidth(), xobject.height/tex:getHeight()
		bitmap:setScale(scalex, scaley)
		bitmap:setRotation(xobject.rotation)
		bitmap:setPosition(xobject.x, xobject.y)
		xlayer:addChild(bitmap)
	end
]]
	-- pack all the images for perfs (TexturePack)
	local tpt = {} -- texture pack table
	for i = 1, #tm.layers do
		local layer = tm.layers[i]
		if layer.name:match("bg_deco_images") or layer.name:match("fg_deco_images") then
			for i = 1, #layer.objects do
--				print("path", tilesetimages[layer.objects[i].gid].path)
				tpt[#tpt+1] = tilesetimages[layer.objects[i].gid].path
			end
		end
	end
	local tp = TexturePack.new(tpt, nil, nil, { format=myformat, } )
	-- tileset images function
	local function parseImage(xobject, xlayer)
		local bitmap = Bitmap.new(tp:getTextureRegion(tilesetimages[xobject.gid].path))
		bitmap:setAnchorPoint(0, 1) -- because I always forget to modify Tiled objects alignment
		-- supports Tiled image scaling
		local scalex, scaley = xobject.width/bitmap:getWidth(), xobject.height/bitmap:getHeight()
		bitmap:setScale(scalex, scaley)
		bitmap:setRotation(xobject.rotation)
		bitmap:setPosition(xobject.x, xobject.y)
		xlayer:addChild(bitmap)
	end
	-- ____  _    _ _____ _      _____    _      ________      ________ _      
	--|  _ \| |  | |_   _| |    |  __ \  | |    |  ____\ \    / /  ____| |     
	--| |_) | |  | | | | | |    | |  | | | |    | |__   \ \  / /| |__  | |     
	--|  _ <| |  | | | | | |    | |  | | | |    |  __|   \ \/ / |  __| | |     
	--| |_) | |__| |_| |_| |____| |__| | | |____| |____   \  /  | |____| |____ 
	--|____/ \____/|_____|______|_____/  |______|______|   \/   |______|______|
	for i = 1, #tm.layers do
		local layer = tm.layers[i]
		local tilemaps = {}
		local group -- group = Sprite.new()
		-- _______ _____ _      ______ _           __     ________ _____  
		--|__   __|_   _| |    |  ____| |        /\\ \   / /  ____|  __ \ 
		--   | |    | | | |    | |__  | |       /  \\ \_/ /| |__  | |__) |
		--   | |    | | | |    |  __| | |      / /\ \\   / |  __| |  _  / 
		--   | |   _| |_| |____| |____| |____ / ____ \| |  | |____| | \ \ 
		--   |_|  |_____|______|______|______/_/    \_\_|  |______|_|  \_\
		-- this is the classic "Tileset" tile layers
		-- background = bg, foreground = fg
		if layer.type == "tilelayer" and (layer.name:match("bg") or layer.name:match("fg")) then
			if layer.name:match("bg") then group = xlayers["bg"]
			else group = xlayers["fg"]
			end
			for y = 1, layer.height do
				for x = 1, layer.width do
					local index = x + (y - 1) * layer.width
					local gid = layer.data[index]
					local gidtileset = gid2tileset(tm, gid)
					if gidtileset then
						local tilemap
						if tilemaps[gidtileset] then
							tilemap = tilemaps[gidtileset]
						else
							tilemap = TileMap.new(
								layer.width, layer.height,
								gidtileset.texture, gidtileset.tilewidth, gidtileset.tileheight,
								gidtileset.spacing, gidtileset.spacing,
								gidtileset.margin, gidtileset.margin,
								tm.tilewidth, tm.tileheight
							)
							tilemaps[gidtileset] = tilemap
							group:addChild(tilemap)
						end
						local tx = (gid - gidtileset.firstgid) % gidtileset.numcols + 1
						local ty = math.floor((gid - gidtileset.firstgid) / gidtileset.numcols) + 1
						tilemap:setTile(x, y, tx, ty)
					end
				end
			end
			group:setAlpha(layer.opacity)
		--  ____  ____       _ ______ _____ _______ _           __     ________ _____  
		-- / __ \|  _ \     | |  ____/ ____|__   __| |        /\\ \   / /  ____|  __ \ 
		--| |  | | |_) |    | | |__ | |       | |  | |       /  \\ \_/ /| |__  | |__) |
		--| |  | |  _ < _   | |  __|| |       | |  | |      / /\ \\   / |  __| |  _  / 
		--| |__| | |_) | |__| | |___| |____   | |  | |____ / ____ \| |  | |____| | \ \ 
		-- \____/|____/ \____/|______\_____|  |_|  |______/_/    \_\_|  |______|_|  \_\
		-- objects layers can be for decoration (images and shapes) and physics (Bump)
		elseif layer.type == "objectgroup" then
			local o
			local myshape, mytable
			local levelsetup = {}
			--     _                  _                           
			--    | |                | |                          
			--  __| | ___  ___ ___   | | __ _ _   _  ___ _ __ ___ 
			-- / _` |/ _ \/ __/ _ \  | |/ _` | | | |/ _ \ '__/ __|
			--| (_| |  __/ (_| (_) | | | (_| | |_| |  __/ |  \__ \
			-- \__,_|\___|\___\___/  |_|\__,_|\__, |\___|_|  |___/
			--                                 __/ |              
			--                                |___/               
			if layer.name:match("bg_deco_images") then
				for i = 1, #layer.objects do
					parseImage(layer.objects[i], xlayers["bg"])
				end
			elseif layer.name:match("fg_deco_images") then
				for i = 1, #layer.objects do
					parseImage(layer.objects[i], xlayers["fg"])
				end
			elseif layer.name:match("bg_deco_shapes") then
				for i = 1, #layer.objects do
					o = layer.objects[i]
					myshape, mytable = nil, nil
					local color = math.random(0xffffff)
					local shapelinecolor = 0xffffff
					if o.shape == "point" then
						shapelinecolor = math.random(0xffffff)
					end
					mytable = {
						shapelinewidth=1, shapelinecolor=shapelinecolor,
						color=color,
					}
					levelsetup = {}
					for k, v in pairs(mytable) do levelsetup[k] = v end
					myshape = self:buildShapes(o, levelsetup)
					myshape:setPosition(o.x, o.y)
					xlayers["bg"]:addChild(myshape)
				end
			elseif layer.name:match("fg_deco_shapes") then
				for i = 1, #layer.objects do
					o = layer.objects[i]
					myshape, mytable = nil, nil
					local color = math.random(0xffffff)
					local shapelinecolor = 0xffffff
					if o.shape == "point" then
						shapelinecolor = math.random(0xffffff)
					end
					mytable = {
						shapelinewidth=1, shapelinecolor=shapelinecolor,
						color=color,
					}
					levelsetup = {}
					for k, v in pairs(mytable) do levelsetup[k] = v end
					myshape = self:buildShapes(o, levelsetup)
					myshape:setPosition(o.x, o.y)
					xlayers["fg"]:addChild(myshape)
				end
			--       _               _            _                           
			--      | |             (_)          | |                          
			-- _ __ | |__  _   _ ___ _  ___ ___  | | __ _ _   _  ___ _ __ ___ 
			--| '_ \| '_ \| | | / __| |/ __/ __| | |/ _` | | | |/ _ \ '__/ __|
			--| |_) | | | | |_| \__ \ | (__\__ \ | | (_| | |_| |  __/ |  \__ \
			--| .__/|_| |_|\__, |___/_|\___|___/ |_|\__,_|\__, |\___|_|  |___/
			--| |           __/ |                          __/ |              
			--|_|          |___/                          |___/               
			-- add a physics body to the shapes (Bump)
			elseif layer.name:match("physics_grounds") then
				for i = 1, #layer.objects do
					o = layer.objects[i]
					o.isfloor = true -- Bump id
					-- physics body
					xbworld:add(o, o.x, o.y, o.width, o.height)
					-- decor (optional)
					if g_currlevel == 1 then
						local texpath = "gfx/textures/wdipagu_2K_Albedo.jpg_0007.png"
						mytable = {
							texpath=texpath, istexpot=true, scalex=1,
						}
						levelsetup = {}
						for k, v in pairs(mytable) do levelsetup[k] = v end
						myshape = self:buildShapes(o, levelsetup)
						myshape:setPosition(o.x, o.y)
						xlayers["bg"]:addChild(myshape)
					end
				end
			--            _                 
			--           | |                
			--  __ _  ___| |_ ___  _ __ ___ 
			-- / _` |/ __| __/ _ \| '__/ __|
			--| (_| | (__| || (_) | |  \__ \
			-- \__,_|\___|\__\___/|_|  |___/
			elseif layer.name == "physics_players" then -- player1
				for i = 1, #layer.objects do
					o = layer.objects[i]
					local opos = vector(o.x, o.y)
					-- EPlayer1:init(xspritelayer, xpos)
					self.player1 = EPlayer1.new(xlayers["actors"], opos)
					xtiny.tworld:addEntity(self.player1)
					-- physics body
					xbworld:add(
						self.player1,
						self.player1.pos.x, self.player1.pos.y,
						self.player1.collbox.w, self.player1.collbox.h
					)
				end
			end
			-- some cleaning?
			o = nil
			myshape, mytable = nil, nil
			levelsetup = {}
		end
	end
end
-- deco shapes
function TiledLevels:buildShapes(xobject, xlevelsetup)
	local myshape -- Tiled shapes: ellipse, point, polygon, polyline, rectangle, text
	local tablebase = {}
	if xobject.shape == "ellipse" then
		tablebase = {
			x=xobject.x, y=xobject.y,
			w=xobject.width, h=xobject.height,
			rotation=xobject.rotation,
		}
		for k, v in pairs(xlevelsetup) do tablebase[k] = v end
		myshape = Tiled_Shape_Ellipse.new(tablebase)
	elseif xobject.shape == "point" then
		tablebase = {
			x=xobject.x, y=xobject.y,
			rotation=xobject.rotation,
		}
		for k, v in pairs(xlevelsetup) do tablebase[k] = v end
		myshape = Tiled_Shape_Point.new(tablebase)
	elseif xobject.shape == "polygon" then
		tablebase = {
			x=xobject.x, y=xobject.y,
			coords=xobject.polygon,
			rotation=xobject.rotation,
		}
		for k, v in pairs(xlevelsetup) do tablebase[k] = v end
		myshape = Tiled_Shape_Polygon.new(tablebase)
	elseif xobject.shape == "polyline" then -- lines
		tablebase = {
			x=xobject.x, y=xobject.y,
			coords=xobject.polyline,
			rotation=xobject.rotation,
		}
		for k, v in pairs(xlevelsetup) do tablebase[k] = v end
		myshape = Tiled_Shape_Polyline.new(tablebase)
	elseif xobject.shape == "rectangle" then
		tablebase = {
			x=xobject.x, y=xobject.y,
			w=xobject.width, h=xobject.height,
			rotation=xobject.rotation,
		}
		for k, v in pairs(xlevelsetup) do tablebase[k] = v end
		myshape = Tiled_Shape_Rectangle.new(tablebase)
	elseif xobject.shape == "text" then
		tablebase = {
			x=xobject.x, y=xobject.y,
			text=xobject.text,
			w=xobject.width, h=xobject.height,
			rotation=xobject.rotation,
		}
		for k, v in pairs(xlevelsetup) do tablebase[k] = v end
		myshape = Tiled_Shape_Text.new(tablebase)
	else
		print("*** CANNOT PROCESS THIS SHAPE! ***", xobject.shape, xobject.name)
		return
	end
	return myshape
end
TILED DECO SHAPES
Here are the Classes to build the Tiled decorative shapes (you may want to put each shape in separate files).
Tiled_Shape_Ellipse = Core.class(Sprite)
function Tiled_Shape_Ellipse:init(xparams)
	-- params
	local params = xparams or {}
	params.x = xparams.x or nil
	params.y = xparams.y or nil
	params.w = xparams.w or 0
	params.h = xparams.h or 0
	params.steps = xparams.steps or 32 -- 24
	params.shapelinewidth = xparams.shapelinewidth or nil
	params.shapelinecolor = xparams.shapelinecolor or nil
	params.shapelinealpha = xparams.shapelinealpha or 1
	params.color = xparams.color or nil
	params.r = xparams.r or 1
	params.g = xparams.g or 1
	params.b = xparams.b or 1
	params.alpha = xparams.alpha or 1
	params.texpath = xparams.texpath or nil
	params.istexpot = xparams.istexpot or nil
	params.scalex = xparams.scalex or 1
	params.scaley = xparams.scaley or params.scalex
	params.skewx = xparams.skewx or 0 -- angle in degrees
	params.skewy = xparams.skewy or params.skewx -- angle in degrees
	params.rotation = xparams.rotation or 0
	params.data = xparams.data or nil
	params.value = xparams.value or nil
	-- image
	local img = Shape.new()
	if params.shapelinewidth then
		img:setLineStyle(params.shapelinewidth, params.shapelinecolor, params.shapelinealpha)
	end
	if params.texpath then
		local tex
		if not params.istexpot then
			tex = Texture.new(params.texpath, false, { wrap = Texture.REPEAT, extend = false, } )
		else
			tex = Texture.new(params.texpath, false, { wrap = Texture.REPEAT, } )
		end
		local skewanglex = math.rad(params.skewx)
		local skewangley = math.rad(params.skewy)
		local matrix = Matrix.new(
			params.scalex, math.tan(skewanglex), math.tan(skewangley), params.scaley, 0, 0
		)
		img:setFillStyle(Shape.TEXTURE, tex, matrix)
		tex = nil
	elseif params.color then
		img:setFillStyle(Shape.SOLID, params.color, params.alpha)
	else
		img:setFillStyle(Shape.NONE)
	end
	img:beginPath()
	for i = 0, 360, 360 / params.steps  do
		img:lineTo(
			(params.w / 2) + params.w / 2 * math.cos(^<i),
			(params.h / 2) + params.h / 2 * math.sin(^<i)
		)
	end
	img:closePath()
	img:endPath()
	img:setRotation(params.rotation)
	img:setAlpha(params.alpha)
	img:setColorTransform(params.r, params.g, params.b, params.alpha)
--	self.w, self.h = img:getWidth(), img:getHeight()
	self:addChild(img)
end
Tiled_Shape_Point = Core.class(Sprite)
function Tiled_Shape_Point:init(xparams)
	-- params
	local params = xparams or {}
	params.x = xparams.x or nil
	params.y = xparams.y or nil
	params.w = xparams.w or 0
	params.h = xparams.h or 0
	params.shapelinewidth = xparams.shapelinewidth or 1
	params.shapelinecolor = xparams.shapelinecolor or nil
	params.shapelinealpha = xparams.shapelinealpha or 1
	params.color = xparams.color or nil -- hex
	params.r = xparams.r or 1
	params.g = xparams.g or 1
	params.b = xparams.b or 1
	params.alpha = xparams.alpha or 1
	params.rotation = xparams.rotation or 0
	params.data = xparams.data or nil
	params.value = xparams.value or nil
	-- image
	local img = Shape.new()
	img:setLineStyle(params.shapelinewidth, params.shapelinecolor, params.shapelinealpha)
	img:beginPath()
	img:moveTo(0,0)
	img:lineTo(1, 0)
	img:endPath()
	img:setRotation(params.rotation)
	img:setAlpha(params.alpha)
	img:setColorTransform(params.r, params.g, params.b, params.alpha)
--	self.w, self.h = img:getWidth(), img:getHeight()
	self:addChild(img)
end
Tiled_Shape_Polygon = Core.class(Sprite)
function Tiled_Shape_Polygon:init(xparams)
	-- params
	local params = xparams or {}
	params.x = xparams.x or nil
	params.y = xparams.y or nil
	params.w = xparams.w or 0
	params.h = xparams.h or 0
	params.coords = xparams.coords or nil
	params.shapelinewidth = xparams.shapelinewidth or nil
	params.shapelinecolor = xparams.shapelinecolor or nil
	params.shapelinealpha = xparams.shapelinealpha or 1
	params.color = xparams.color or nil -- hex
	params.r = xparams.r or 1
	params.g = xparams.g or 1
	params.b = xparams.b or 1
	params.alpha = xparams.alpha or 1
	params.texpath = xparams.texpath or nil
	params.istexpot = xparams.istexpot or nil
	params.scalex = xparams.scalex or 1
	params.scaley = xparams.scaley or params.scalex
	params.skewx = xparams.skewx or 0 -- angle in degrees
	params.skewy = xparams.skewy or params.skewx -- angle in degrees
	params.rotation = xparams.rotation or 0
	params.data = xparams.data or nil
	params.value = xparams.value or nil
	-- image
	local img = Shape.new()
	if params.shapelinewidth then
		img:setLineStyle(params.shapelinewidth, params.shapelinecolor, params.shapelinealpha)
	end
	if params.texpath then
		local tex
		if not params.istexpot then
			tex = Texture.new(params.texpath, false, { wrap = Texture.REPEAT, extend = false, } )
		else
			tex = Texture.new(params.texpath, false, { wrap = Texture.REPEAT, } )
		end
		local skewanglex = math.rad(params.skewx)
		local skewangley = math.rad(params.skewy)
		local matrix = Matrix.new(
			params.scalex, math.tan(skewanglex), math.tan(skewangley), params.scaley, 0, 0
		)
		img:setFillStyle(Shape.TEXTURE, tex, matrix)
		tex = nil
	elseif params.color then
		img:setFillStyle(Shape.SOLID, params.color, params.alpha)
	else
		img:setFillStyle(Shape.NONE)
	end
	img:beginPath()
	img:moveTo(params.coords[1].x, params.coords[1].y)
	for p = 2, #params.coords do
		img:lineTo(params.coords[p].x, params.coords[p].y)
	end
	img:closePath()
	img:endPath()
	img:setRotation(params.rotation)
	img:setAlpha(params.alpha)
	img:setColorTransform(params.r, params.g, params.b, params.alpha)
--	self.w, self.h = img:getWidth(), img:getHeight()
	self:addChild(img)
end
Tiled_Shape_Polyline = Core.class(Sprite)
function Tiled_Shape_Polyline:init(xparams)
	-- params
	local params = xparams or {}
	params.x = xparams.x or nil
	params.y = xparams.y or nil
	params.w = xparams.w or 0
	params.h = xparams.h or 0
	params.coords = xparams.coords or nil
	params.shapelinewidth = xparams.shapelinewidth or 1
	params.shapelinecolor = xparams.shapelinecolor or nil
	params.shapelinealpha = xparams.shapelinealpha or 1
	params.color = xparams.color or nil -- hex
	params.r = xparams.r or 1
	params.g = xparams.g or 1
	params.b = xparams.b or 1
	params.alpha = xparams.alpha or 1
	params.rotation = xparams.rotation or 0
	params.data = xparams.data or nil
	params.value = xparams.value or nil
	-- image
	local img = Shape.new()
	img:setLineStyle(params.shapelinewidth, params.shapelinecolor, params.shapelinealpha)
	img:setFillStyle(Shape.NONE)
	img:beginPath()
	img:moveTo(params.coords[1].x, params.coords[1].y)
	for p = 2, #params.coords do
		img:lineTo(params.coords[p].x, params.coords[p].y)
	end
--	img:closePath()
	img:endPath()
	img:setRotation(params.rotation)
	img:setAlpha(params.alpha)
	img:setColorTransform(params.r, params.g, params.b, params.alpha)
--	self.w, self.h = img:getWidth(), img:getHeight()
	self:addChild(img)
end
Tiled_Shape_Rectangle = Core.class(Sprite)
function Tiled_Shape_Rectangle:init(xparams)
	-- params
	local params = xparams or {}
	params.x = xparams.x or nil
	params.y = xparams.y or nil
	params.w = xparams.w or nil
	params.h = xparams.h or nil
	params.shapelinewidth = xparams.shapelinewidth or 0
	params.shapelinecolor = xparams.shapelinecolor or nil
	params.shapelinealpha = xparams.shapelinealpha or 1
	params.color = xparams.color or nil -- hex
	params.r = xparams.r or 1
	params.g = xparams.g or 1
	params.b = xparams.b or 1
	params.alpha = xparams.alpha or 1
	params.texpath = xparams.texpath or nil
	params.istexpot = xparams.istexpot or nil
	params.scalex = xparams.scalex or 1
	params.scaley = xparams.scaley or params.scalex
	params.skewx = xparams.skewx or 0 -- angle in degrees
	params.skewy = xparams.skewy or params.skewx -- angle in degrees
	params.rotation = xparams.rotation or nil
	params.data = xparams.data or nil
	params.value = xparams.value or nil
	-- image
	local img = Shape.new()
	img:setLineStyle(params.shapelinewidth, params.shapelinecolor, params.shapelinealpha)
	if params.texpath then
		local tex
		if not params.istexpot then
			tex = Texture.new(params.texpath, false, { wrap = Texture.REPEAT, extend = false, } )
		else
			tex = Texture.new(params.texpath, false, { wrap=Texture.REPEAT, } )
		end
		local skewanglex = math.rad(params.skewx)
		local skewangley = math.rad(params.skewy)
		local matrix = Matrix.new(
			params.scalex, math.tan(skewanglex), math.tan(skewangley), params.scaley, 0, 0
		)
		img:setFillStyle(Shape.TEXTURE, tex, matrix)
		tex = nil
	elseif params.color then
		img:setFillStyle(Shape.SOLID, params.color, params.alpha)
	else
		img:setFillStyle(Shape.NONE)
	end
	img:beginPath()
	img:moveTo(0, 0)
	img:lineTo(params.w, 0)
	img:lineTo(params.w, params.h)
	img:lineTo(0, params.h)
	img:lineTo(0, 0)
	img:endPath()
	img:setRotation(params.rotation)
	img:setAlpha(params.alpha)
	img:setColorTransform(params.r, params.g, params.b, params.alpha)
--	self.w, self.h = img:getWidth(), img:getHeight()
	self:addChild(img)
end
Tiled_Shape_Text = Core.class(Sprite)
function Tiled_Shape_Text:init(xparams)
	-- params
	local params = xparams or {}
	params.x = xparams.x or nil
	params.y = xparams.y or nil
	params.w = xparams.w or nil
	params.h = xparams.h or nil
	params.text = xparams.text or nil
	params.ttf = xparams.ttf or nil
	params.color = xparams.color or nil
	params.r = xparams.r or 1
	params.g = xparams.g or 1
	params.b = xparams.b or 1
	params.alpha = xparams.alpha or 1
	params.scalex = xparams.scalex or 1
	params.scaley = xparams.scaley or params.scalex
	params.rotation = xparams.rotation or nil
	params.data = xparams.data or nil
	params.value = xparams.value or nil
	-- image
	local img = TextField.new(params.ttf, params.text, params.text)
--	img:setAnchorPoint(0, -1)
	if params.color then
		img:setTextColor(color)
	end
	img:setRotation(params.rotation)
	img:setAlpha(params.alpha)
	img:setColorTransform(params.r, params.g, params.b, params.alpha)
	-- auto scale
	local currw = img:getWidth()
	img:setScale(params.w/currw)
	--
--	self.w, self.h = img:getWidth(), img:getHeight()
	self:addChild(img)
end
DEMO PROJECT
Media:Tiled demo bump.zip (tip: right click -> Save Link As)

