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Python library to read Tiled Map Editor's TMX maps.
Python
branch: master

readme.md

PyTMX

For Python 2.7 and 3.3+

This is the most up-to-date version of PyTMX available and works with Python 2.7 and 3.3+ with no changes to the source code. Please use this branch for all new PyTMX projects.

If you have any problems or suggestions, please open an issue. I am also often lurking #pygame on freenode. Feel free to contact me.

Requires the six module.

Released under the LGPL v3

See the "apps" folder for example use.

News

04/18/15 - Document support for pysdl2 and pyglet
09/14/14 - Merge python3 branch. Now 100% compatible with 2.7 and 3.3+
07/26/14 - New python3/2 release. Check it out in the python3 branch.
05/29/14 - Added support for rotated objects and floating point
04/04/14 - New Six Branch created
02/28/14 - Image layer support, object points changed, new test.py!
02/24/14 - New Python 3 Support: see python3 branch
02/06/14 - Python 3 support coming soon

Introduction

PyTMX is a map loader for python/pygame designed for games. It provides smart tile loading with a fast and efficient storage base. Not only will does it correctly handle most Tiled object types, it also will load metadata for them, so you can modify your maps and objects in Tiled, instead of modifying your source code.

New support for pysdl2 and pyglet! Check it out!

Because PyTMX was built with games in mind, it differs slightly from Tiled in a few minor aspects:

  • Layers not aligned to the grid are not supported.
  • Some object metadata attribute names are not supported (see "Reserved Names")

PyTMX strives to balance performance and flexibility. Feel free to use the classes provided in pytmx.py as superclasses for your own maps, or simply load the data with PyTMX and copy the data into your own classes with the api.

Finally, there is no save feature. Once the map is loaded, it will be up to you to provide a way to save changes to the map. I've used the pickle module with good results.

Documentation

This readme does not include much detailed documentation. Full API reference and documentation can be found at the site below. For examples of real use, check out the apps folder in this repo. The 'test' apps demonstrate how to load maps, get layer, tile, and object data, as well as some rendering.

http://pytmx.readthedocs.org/

Getting Help

For bugs or feature requests, please use the issues feature of github. For all other general questions, join me on IRC at freennode.net #pygame.

Design Goals and Features

  • API with many handy functions
  • Memory efficient and performant
  • Loads data, "properties" metadata, and images from Tiled's TMX format
  • Supports base64, csv, gzip, zlib and uncompressed XML formats
  • Properties for all native Tiled object types
  • Point data for polygon and polyline objects
  • Automatic flipping and rotation of tiles
  • Built-in image loading with pygame, pysdl2, and pyglet

Why use PyTMX?

PyTMX is efficient:

  • Only the tiles used on a map are loaded into memory
  • Map information is stored as integers, not python objects (32+kb)
  • Extensive use of generators and iterators make it easy on memory
  • Code is designed for compact size and readability

PyTMX is flexible:

  • Supports all major Tiled features and object types
  • PyTMX data classes can be extended
  • Does not force you to render data in any particular way
  • Includes many checks to give useful debugging information
  • Supports pygame, pyglet, and pysdl2 image loading

PyTMX is supported:

  • GitHub hosting allows for community participation
  • I have kept PyTMX current with new versions of Tiled since v.7

PyTMX is usable:

  • Liberal LGPL license means you can use PyTMX for your project

Installation

Install from pip

pip install pytmx

You can also manually install it

python setup.py install

Basic use:

Just data, no images:

import pytmx
tmx_data = pytmx.TiledMap('map.tmx')

Load with pygame images:

from pytmx.util_pygame import load_pygame
tmx_data = load_pygame('map.tmx')

The loader will correctly convert() or convert_alpha() each tile image, so you don't have to worry about that after you load the map.

Load with pysdl2 images (experimental):

from pytmx.util_pysdl2 import load_pysdl2
tmx_data = load_pysdl2('map.tmx')

Load with pyglet images (experimental):

from pytmx.util_pyglet import pyglet_image_loader
tmx_data = load_pygame('map.tmx')

Getting the tile image

image = tmx_data.get_tile_image(x, y, layer)

Tile, Object, and Map Properties

Properties are a powerful feature of Tiled that allows the level designer to assign key/value data to individual maps, tilesets, tiles, and objects. Pytmx includes full support for reading this data so you can set parameters for stuff in Tiled, instead of maintaining external data files, or even values in source.

Individual tile properties are accessed through the the parent map object:

tmxdata = TiledMap('level1.tmx')
props = txmdata.get_tile_properties(x, y, layer)
props = tmxdata.get_tile_properties_by_gid(tile_gid)

All other objects, including the map, layer, objects, etc. are in an object attribute (type: dict) called "properties":

# this is the map object
tmx_data = TiledMap('level1.tmx')

# so, here are the properties of the map
tmx_data.properties['name']

# and the properties of each layer
for layer in tmxdata.visible_layers:
    layer.properties['movement_speed']

# here are properties of each object
for obj in layer.objects():
    obj.properties['attack_strength']

Scrolling Maps for Pygame

I have another repo with a working demo of a proper scrolling map using Tiled maps and pygame. Please feel free to test drive it. It isn't limited to Tiled maps, you can use any data structure you want, as long as PyGame is used.

https://github.com/bitcraft/pyscroll

Reserved Names

Tiled supports user created metadata called "properties" for all the built-in objects, like the map, tileset, objects, etc. Due to how the Tiled XML data is stored, there are situations where Tiled internal metadata might have the same name as user-created properties.

Pytmx will raise a ValueError if it detects any conflicts. This check is performed in order to prevent any situations where a level change might be made in Tiled, but the programmer/designer doesn't know or forgets if the change was made in the Tiled metadata or the user properties.

I realize that it creates problems with certain common names like "id", or "color". Overall, it should help with clean design.

If you really don't care about name conflicts, there is an option you can try, at your own risk. Pass 'allow_duplicate_names=True' to any loader or to the TiledMap constructor and the checks will be disabled.

In summary, don't use the following names when creating properties in Tiled:

As of 0.11.0, these values are:

map: version, orientation, width, height, tilewidth, tileheight
properties, tileset, layer, objectgroup

tileset: firstgid, source, name, tilewidth, tileheight, spacing, margin,
image, tile, properties

tile: id, image, properties

layer: name, x, y, width, height, opacity, properties, data

objectgroup: name, color, x, y, width, height, opacity, object, properties

object: name, type, x, y, width, height, gid, properties, polygon,
polyline, image, id

Running the Tests

Install the nose package with pip then from the root of the project run:

    nosetests

Artwork Attributions

The 16x16 overworld tiles were created by MrBeast at opengameart.org. CC-BY 3.0

  • If I missed your attribution, please let me know.
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