keepLayerAboveCharacters() Function Reference

keepLayerAboveCharacters(integer frame)

Forces a tile layer to remain above characters that are on the same tile. Useful for keeping foreground walls on top, for example. Note that this will also mean the layer appears above other layers of the same tile.

Rather than calling keepLayerAboveCharacters() hundreds of times, refer to the loadTiledMap() documentation as Qiso can now set all of this up internally, using custom tile properties.


	local qiso = require "plugin.qisoengine"
	qiso.setAssetsFolder("assets")
	qiso.loadTiledMap("sample-tilemap")

	-- Foreground facing tile layers, like SW / SE walls need keeping above characters located on the same tile
	qiso.keepLayerAboveCharacters(9)
	qiso.keepLayerAboveCharacters(12)

	-- Load a spritemap for use as a character. Sequences must be given compass names, like this...
	local playerMap = graphics.newImageSheet(qiso.getAssetsFolder() .. "/dummy.png", { width = 256, height = 512, numFrames = 64, border = 0 })
	local playerSprites = {
		{ name = 'standing-north', frames = { 25 } },
		{ name = 'standing-north-east', frames = { 17 } },
		{ name = 'standing-east', frames = { 9 } },
		{ name = 'standing-south-east', frames = { 1 } },
		{ name = 'standing-south', frames = { 57 } },
		{ name = 'standing-south-west', frames = { 49 } },
		{ name = 'standing-west', frames = { 41 } },
		{ name = 'standing-north-west', frames = { 33 } },

		{ name = 'walking-north', frames = { 25, 26, 27, 28, 29, 30, 31, 32 }, time = 750, loopCount = 0, loopDirection = 'forward' },
		{ name = 'walking-north-east', frames = { 17, 18, 19, 20, 21, 22, 23, 24 }, time = 750, loopCount = 0, loopDirection = 'forward' },
		{ name = 'walking-east', frames = { 9, 10, 11, 12, 13, 14, 15, 16 }, time = 750, loopCount = 0, loopDirection = 'forward' },
		{ name = 'walking-south-east', frames = { 1, 2, 3, 4, 5, 6, 7, 8 }, time = 750, loopCount = 0, loopDirection = 'forward' },
		{ name = 'walking-south', frames = { 57, 58, 59, 60, 61, 62, 63, 64 }, time = 750, loopCount = 0, loopDirection = 'forward' },
		{ name = 'walking-south-west', frames = { 49, 50, 51, 52, 53, 54, 55, 56 }, time = 750, loopCount = 0, loopDirection = 'forward' },
		{ name = 'walking-west', frames = { 41, 42, 43, 44, 45, 46, 47, 48 }, time = 750, loopCount = 0, loopDirection = 'forward' },
		{ name = 'walking-north-west', frames = { 33, 34, 35, 36, 37, 38, 39, 40 }, time = 750, loopCount = 0, loopDirection = 'forward' }
	}

	-- Add a character at tile 6x8 using the dummy spritemap, and then focus the camera on that tile.
	qiso.addCharacter("Player", playerMap, playerSprites, "standing", 6, 8)
	qiso.goTo(6, 8)

	-- Enable camera panning when the screen is dragged
	qiso.enableCameraPan()

	-- Enable the main Qiso loop to render/update our world
	qiso.activate()

	-- Walk the player to the tapped tile
	function tapTile(event)
		-- Get the tile located where the screen was tapped. If there is no tile here, getTile returns nil.
		local tile = qiso.getTile(event.x, event.y)

		if(tile ~= nil) then
			-- path-find to the tapped location, using the walking sequences defined above.
			qiso.moveCharacter("Player", tile.x, tile.y, "walking", 1000)
		end
	end

	-- Do something when the screen is tapped
	Runtime:addEventListener('tap', tapTile)