Search code examples
c++tiledtmxtiledmapcocos2d-x-4.0

Incorrect loading of CSV Tilemap (tmx file) using Cocos2d-x v4 C++


I am attempting to load a 2d tiled map (.tmx + .tms files) generated from Tiled Map Editor into Cocos2d-x version 4. I am building the project using Visual Studios 2022 -- Win32

I'm trying to make the scene as simple as possible, and the tiled map to be as simple as possible to just get it to work, -- to no avail.

Below is the full code of the Scene I'm trying to load:

#include "cocos2d.h"

USING_NS_CC;

class TileTestScene : public Scene
{
public:
  virtual bool init() 
  {
    auto map = TMXTiledMap::create("tmx/Trees.tmx");
    layer = map->getLayer("Trees");

    auto mapSize = layer->getLayerSize();

    auto visibleSize = Director::getInstance()->getVisibleSize();

    for (int i = 0; i < mapSize.width; ++i)
    {
      for (int j = 0; j < mapSize.height; ++j)
      {
        auto sprite = layer->getTileAt(Vec2(i, j));
        
        if (!sprite)
        {
        
        }
      }
    }

    this->addChild(map);

    map->setPosition(visibleSize.width / 2.0f, visibleSize.height / 2.0f);

    return true;
  }

  CREATE_FUNC(TileTestScene)
private:
  TMXLayer* layer;
};

Below is the Trees.tmx file generated by Tiled Editor:

<?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.1" orientation="orthogonal" renderorder="right-up" width="4" height="4" tilewidth="34" tileheight="34" infinite="0" nextlayerid="2" nextobjectid="1">
 <tileset firstgid="1" source="trees.tsx"/>
 <layer id="1" name="Trees" width="4" height="4">
  <data encoding="csv">
1,7,4,2,
3,8,5,6,
1,7,4,2,
3,8,5,6
</data>
 </layer>
</map>

And below is trees.tsx

<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.10" tiledversion="1.10.1" name="trees" tilewidth="34" tileheight="34" tilecount="9" columns="3">
 <image source="trees.png" width="102" height="102"/>
</tileset>

And image to the right is Trees.png, referenced by the tsx file: Trees.png

In the tiled map editor, my map should look like the following (when zoomed in): enter image description here

But, when then running Cocos2d-x-4 I get the following completely wrong output: enter image description here


One thing of note which I found during debugging, which I cannot understand is the on the code line of:

 auto sprite = layer->getTileAt(Vec2(i, j));

it sometimes returns back NULL sprites, even though there are no blank tiles on my map. I'm unsure if I have set something up incorrectly for Cocos2d-x or something else. Please help


UPDATE:

Cocos2d-x fails load the file properly because Tiled Editor version 1.10 added in newline characters in the csv data, -- breaking the Cocos2d-x importing the data.

Changing Tiled Editor to export data in base64 works. -- However, I would still like the csv format to work too.


Solution

  • (As requested, moving my initial comment to a full response.)

    There is a fix that exists for this issue here: https://github.com/cocos2d/cocos2d-x/pull/20483

    You can merge the changes in that PR to address your problem.

    Original fix:

    void TMXMapInfo::endElement(void* /*ctx*/, const char *name)
    {
    ...
            else if (tmxMapInfo->getLayerAttribs() & TMXLayerAttribCSV)
            {
                unsigned char *buffer;
    
                TMXLayerInfo* layer = tmxMapInfo->getLayers().back();
    
                tmxMapInfo->setStoringCharacters(false);
                std::string currentString = tmxMapInfo->getCurrentString();
    
    #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
                // Fix bug when tilemap data is in csv format.
                // We have to remove all '\r' from the string
                currentString.erase(std::remove(currentString.begin(), currentString.end(), '\r'), currentString.end());
    #endif
    
    ...
    }
    

    One thing that doesn't make sense about that fix though is that it seems to apply only to the Windows build of Cocos2d-x, but you want it to be applied to any platform, so it may be best not to use the pre-processor check for the platform (the #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)).

    A somewhat better fix for this issue exists in Axmol (a fork of Cocos2d-x v4), which you can also apply. This change replaces all "\n\r" end-line characters that exist in the file, which fixes any issues related to the end of line characters. You can see the fix here: https://github.com/axmolengine/axmol/commit/ed3bb5eaf82ba4e74dc9784da57f621d8501aff6

    It's just adding text = std::regex_replace(text, std::regex("[\n\r ]"), ""); to the TMXMapInfo::textHandler function.

    void TMXMapInfo::textHandler(void* /*ctx*/, const char* ch, size_t len)
    {
        TMXMapInfo* tmxMapInfo = this;
        std::string text(ch, 0, len);
        text = std::regex_replace(text, std::regex("[\n\r ]"), "");
    
        if (tmxMapInfo->isStoringCharacters())
        {
            std::string currentString{tmxMapInfo->getCurrentString()};
            currentString += text;
            tmxMapInfo->setCurrentString(currentString);
        }
    }