If I’m modularizing my game (composer & object classes etc) is it ok to call “createMTE” in mulitple places. That is:
local mte = require("MTE.mte").createMTE()
For example if I’m create the map within my myOwnMap.lua class, but then back in the composer scene with the game loop, can I do this separately here? (so not actually loading a map twice). Eg for the game loop:
local mte = require("MTE.mte").createMTE() mte.update()
Each time you call createMTE() you instantiate a completely unique copy of the engine. Any map you’ve loaded into one will not exist in the other. You can get around this two ways; create a global mte variable when your app loads and refer to that, or make mte a child of myOwnMap.lua and call it through that. For example;
myOwnMap.lua:
local M = {} M.mte = require("MTE.mte").createMTE() --The rest of your myOwnMap.lua code return M
Composer Scene:
local myOwnMap = require("myOwnMap.lua") myOwnMap.mte.loadMap("myMap.tmx") --etc
Each time you call createMTE() you instantiate a completely unique copy of the engine. Any map you’ve loaded into one will not exist in the other. You can get around this two ways; create a global mte variable when your app loads and refer to that, or make mte a child of myOwnMap.lua and call it through that. For example;
myOwnMap.lua:
local M = {} M.mte = require("MTE.mte").createMTE() --The rest of your myOwnMap.lua code return M
Composer Scene:
local myOwnMap = require("myOwnMap.lua") myOwnMap.mte.loadMap("myMap.tmx") --etc