consistent naming; moving functions from level.lua to gameworld.lua
This commit is contained in:
parent
f4b44dc7bc
commit
90ed1f6460
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@ -3,11 +3,11 @@ return {
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tileset = tileset.library,
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tiles = {
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{13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13,13},
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{ },
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{ 0, 0, 0, 0, 0, 0, 5,25,26, 6,25,26, 7, 0, 5,25,26, 7},
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{ 0, 0, 0, 0, 0, 0, 5,37,38, 6,37,38, 7, 0, 5,37,38, 7},
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{ 0, 0, 0, 0, 0, 0, 5,37,38, 6,37,38, 7, 0, 5,37,38, 7},
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{ 0, 0, 0, 0, 0, 0, 5,49,50, 6,49,50, 7, 0, 5,49,50, 7},
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{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
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{ 0, 0, 0, 0, 0, 0, 5,25,26, 6,25,26, 7, 0, 5,25,26, 7, 0, 0, 0, 0, 0, 0},
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{ 0, 0, 0, 0, 0, 0, 5,37,38, 6,37,38, 7, 0, 5,37,38, 7, 0, 0, 0, 0, 0, 0},
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{ 0, 0, 0, 0, 0, 0, 5,37,38, 6,37,38, 7, 0, 5,37,38, 7, 0, 0, 0, 0, 0, 0},
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{ 0, 0, 0, 0, 0, 0, 5,49,50, 6,49,50, 7, 0, 5,49,50, 7, 0, 0, 0, 0, 0, 0},
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{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}
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},
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objects = {}
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@ -28,7 +28,7 @@ end
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end
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function DebugColisions()
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objects.DrawCollisions()
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LoadedObjects.DrawCollisions()
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end
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function DebugEntities()
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@ -13,6 +13,18 @@ function EditorStep()
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selecting_tile = 51
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end
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end
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if love.keyboard.isDown('a',"left") then
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Camera.pos.x = Camera.pos.x - 3*game.scale
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end
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if love.keyboard.isDown('d',"right") then
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Camera.pos.x = Camera.pos.x + 3*game.scale
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end
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if love.keyboard.isDown("up", "w") then
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Camera.pos.y = Camera.pos.y - 3*game.scale
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end
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if love.keyboard.isDown("down", "s") then
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Camera.pos.y = Camera.pos.y + 3*game.scale
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end
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end
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function EditorScroll(y)
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@ -29,12 +41,87 @@ function EditorScroll(y)
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end
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function EditorDraw()
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GameworldDraw()
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GameworldDrawPrepare()
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GameworldDrawBackground()
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GridDisplay()
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GameworldDrawForeground()
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GameworldDrawEnd()
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DrawSelectingPaletteTile()
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if palette then
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EditorDoPalette()
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end
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end
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function EditorDoEdit()
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if love.mouse.isDown(1) then
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local vertical = 1+math.floor((mouse.pos.y+Camera.pos.y)/(tileProperties.scale*tileProperties.height))
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local horizontal = 1+math.floor((mouse.pos.x+Camera.pos.x)/(tileProperties.scale*tileProperties.width))
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local h, v = GetCanvasSize()
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local expand_h = 0
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local expand_v = 0
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if horizontal > h then
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expand_h = horizontal-h
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elseif horizontal <= 0 then
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expand_h = horizontal-1
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end
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if vertical > v then
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expand_v = math.sign(vertical-v)
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elseif vertical <= 0 then
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expand_v = math.sign(vertical-1)
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end
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if Level[vertical] ~= nil
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and Level[vertical][horizontal] ~= nil
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and love.keyboard.isDown("lshift") ~= true
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and love.keyboard.isDown("lctrl") ~= true
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then
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Level[vertical][horizontal] = tile_carrying
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elseif love.keyboard.isDown("lshift") and not expanded then
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expanded = true
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ExpandCanvas(math.sign(expand_h),math.sign(expand_v))
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if expand_h < 0 then
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Camera.pos.x = Camera.pos.x - expand_h*tileProperties.scale*tileProperties.width
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end
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if expand_v < 0 then
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Camera.pos.y = Camera.pos.y - expand_v*tileProperties.scale*tileProperties.height
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end
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elseif love.keyboard.isDown("lctrl") and not expanded then
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expanded = true
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ReduceCanvas(math.sign(expand_h),math.sign(expand_v))
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if expand_h < 0 then
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Camera.pos.x = Camera.pos.x - expand_h*tileProperties.scale*tileProperties.width
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end
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if expand_v < 0 then
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Camera.pos.y = Camera.pos.y - expand_v*tileProperties.scale*tileProperties.height
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end
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end
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elseif love.mouse.isDown(1) ~= true then
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expanded = false
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end
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end
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function DrawSelectingPaletteTile()
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if selecting_tile ~= nil then
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local mouse_x = tileProperties.width * math.floor((love.mouse.getX()/game.scale) / tileProperties.width) - Camera.pos.x % tileProperties.width
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local mouse_y = tileProperties.height * math.floor((love.mouse.getY()/game.scale) / tileProperties.height) - Camera.pos.y % tileProperties.height
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love.graphics.draw(
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LevelData.tileset,
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TileIndex[selecting_tile],
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mouse_x,
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mouse_y
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)
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end
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end
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function EditorDoPalette()
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local width = LevelData.tileset:getPixelWidth()/tileProperties.width
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@ -71,17 +158,17 @@ function EditorDoPalette()
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local mouse_x = love.mouse.getX()
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local mouse_y = love.mouse.getY()
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if mouse_x > tile_x
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and mouse_x < tile_x + tileProperties.width + 1
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and mouse_y > tile_y
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and mouse_y < tile_y + tileProperties.height + 1
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if mouse_x > (tile_x) * game.scale
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and mouse_x < (tile_x + tileProperties.width) * game.scale
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and mouse_y > (tile_y) * game.scale
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and mouse_y < (tile_y + tileProperties.height) * game.scale
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then
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selecting_tile = position_x + (position_y * width)
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selecting_tile = position_x + ((position_y-1) * width)
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love.graphics.print(selecting_tile .. " | " .. tile_x .. ", " .. tile_y)
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else
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--selecting_tile = nil
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end
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else
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selecting_tile = 0
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end
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if selecting_tile ~= nil and i == selecting_tile then
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@ -41,7 +41,7 @@ function Arrow:DoPhysics()
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while not isThereObjectAt(
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self.pos.x + math.sign(self.vel.x),
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self.pos.y,
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objects.collisions
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LoadedObjects.Collisions
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) do
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self.pos.x = self.pos.x + math.sign(self.vel.x)
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end
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@ -57,7 +57,7 @@ function Arrow:DoPhysics()
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while not isThereObjectAt(
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self.pos.x,
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self.pos.y + math.sign(self.vel.y),
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objects.collisions
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LoadedObjects.Collisions
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) do
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self.pos.y = self.pos.y + math.sign(self.vel.y)
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end
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@ -66,10 +66,5 @@ function Fairy:DoPhysics()
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self.vel.x = self.vel.x + random_x
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self.vel.y = self.vel.y + random_y
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-- move
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if not self:isCollidingAt(self.pos.x + self.vel.x, self.pos.y, objects.collisions) then
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self.pos.x = self.pos.x + self.vel.x
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end
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if not self:isCollidingAt(self.pos.x, self.pos.y + self.vel.y, objects.collisions) then
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self.pos.y = self.pos.y + self.vel.y
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end
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self:CollisionMove()
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end
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@ -73,10 +73,5 @@ function Particle:HandleAnimation()
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end
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function Particle:DoPhysics()
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if not self:isCollidingAt(self.pos.x + self.vel.x, self.pos.y, objects.collisions) then
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self.pos.x = self.pos.x + self.vel.x
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end
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if not self:isCollidingAt(self.pos.x, self.pos.y + self.vel.y, objects.collisions) then
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self.pos.y = self.pos.y + self.vel.y
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end
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self:Move()
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end
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@ -144,13 +144,13 @@ function Player:DoPhysics()
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self.vel.y = self.vel.y + gravity
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end
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if not self:isCollidingAt(self.pos.x + self.vel.x + self.move_x, self.pos.y, objects.collisions) then
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if not self:isCollidingAt(self.pos.x + self.vel.x + self.move_x, self.pos.y, LoadedObjects.Collisions) then
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self.pos.x = self.pos.x + self.vel.x + self.move_x
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else
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self.vel.x = 0
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end
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if not self:isCollidingAt(self.pos.x, self.pos.y + self.vel.y, objects.collisions) then
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if not self:isCollidingAt(self.pos.x, self.pos.y + self.vel.y, LoadedObjects.Collisions) then
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self.pos.y = self.pos.y + self.vel.y
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else
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if self.vel.y > 0 then
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@ -31,6 +31,20 @@ end
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function Entity:Smart()
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end
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function Entity:Move()
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self.pos.x = self.pos.x + self.vel.x
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self.pos.y = self.pos.y + self.vel.y
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end
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function Entity:CollisionMove()
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if not self:isCollidingAt(self.pos.x + self.vel.x, self.pos.y, LoadedObjects.Collisions) then
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self.pos.x = self.pos.x + self.vel.x
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end
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if not self:isCollidingAt(self.pos.x, self.pos.y + self.vel.y, LoadedObjects.Collisions) then
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self.pos.y = self.pos.y + self.vel.y
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end
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end
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function Entity:Kill()
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if self.light ~= nil then
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KillLight(self.light)
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@ -17,8 +17,13 @@ end
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function GameDraw()
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GameworldDraw()
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GameworldLighting()
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GameworldDrawPrepare()
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GameworldDrawBackground()
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GameworldDrawParticles()
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GameworldDrawEntities()
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GameworldDrawForeground()
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GameworldDrawEnd()
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GameworldDrawLighting()
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-- hud
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textScale = 0.5
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@ -1,28 +1,72 @@
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function GameworldDraw()
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-- resize proof
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function GameworldDrawPrepare()
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if game_resize then
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Camera.height = game.height
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Camera.width = game.width
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end
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local pcr, pcg, pcb, pca = love.graphics.getColor()
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pcr, pcg, pcb, pca = love.graphics.getColor()
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love.graphics.scale(game.scale,game.scale)
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love.graphics.setColor(1,1,1,1)
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LevelDisplayBackground()
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end
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function GameworldDrawEnd()
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love.graphics.setColor(pcr, pcg, pcb, pca)
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pcr, pcg, pcb, pca = nil, nil, nil, nil
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end
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function GameworldDrawBackground()
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-- obscure a bit
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love.graphics.setColor(0.7,0.7,0.7)
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for i = 1, #LevelTiles do
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for j = 1, #LevelTiles[i] do
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if LevelTiles[i][j].id ~= 0 then
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local depth = TileGetDepth(LevelTiles[i][j])
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DrawTile(
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LevelTiles[i][j],
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tileProperties.scale * j * tileProperties.width + tileProperties.scale * (levelProperties.offset.x - tileProperties.width) - Camera.pos.x,
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tileProperties.scale * i * tileProperties.height + tileProperties.scale * (levelProperties.offset.y - tileProperties.height) - Camera.pos.y,
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"background"
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)
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end
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end
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end
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end
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function GameworldDrawParticles()
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love.graphics.setColor(0.7,0.7,0.7)
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for _, particle in pairs(LoadedParticles) do
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particle:HandleAnimation()
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end
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end
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function GameworldDrawEntities()
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love.graphics.setColor(1,1,1)
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for _, enty in pairs(LoadedEntities) do
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enty:HandleAnimation()
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end
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LevelDisplayForeground()
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love.graphics.setColor(pcr, pcg, pcb, pca)
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end
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function GameworldLighting()
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function GameworldDrawForeground()
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love.graphics.setColor(1,1,1)
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for i = 1, #LevelTiles do
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for j = 1, #LevelTiles[i] do
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if LevelTiles[i][j].id ~= 0 then
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local depth = TileGetDepth(LevelTiles[i][j])
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DrawTile(
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LevelTiles[i][j],
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tileProperties.scale * j * tileProperties.width + tileProperties.scale * (levelProperties.offset.x - tileProperties.width) - Camera.pos.x,
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tileProperties.scale * i * tileProperties.height + tileProperties.scale * (levelProperties.offset.y - tileProperties.height) - Camera.pos.y,
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"foreground"
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)
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end
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end
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end
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end
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function GameworldDrawLighting()
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if game_resize then
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Canvas.Darkness:release()
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Canvas.Darkness = CreateDarkness()
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@ -10,8 +10,13 @@ function LevelLoadTiles()
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type = collision type
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]]
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-- Level data
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LevelData = dofile("Mothback/data/levels/"..currLevel..".lua")
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Tiles = dofile("Mothback/data/tileset/library.lua")
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-- tiles data
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TileData = dofile("Mothback/data/tileset/library.lua")
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LevelTiles = LevelData.tiles
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LevelData.Width = LevelGetWidth()
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LevelData.Height = LevelGetHeight()
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@ -34,7 +39,7 @@ end
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function LevelIndexTiles()
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TileIndex = {}
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-- number of tiles in tileset!
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-- index from tileset
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local width = LevelData.tileset:getPixelWidth()/tileProperties.width
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local height = LevelData.tileset:getPixelHeight()/tileProperties.height
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for i = 0, height do
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@ -49,15 +54,15 @@ function LevelIndexTiles()
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end
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end
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-- init animated tile properties
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for _, properties in pairs(Tiles) do
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if properties.animation ~= nil then
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properties.tileset = love.graphics.newImage("assets/terrain/"..properties.animation..".png")
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properties.imgs = {}
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properties.current_image = 1
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properties.current_subimage = 1
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-- initialize tile data
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for _, Properties in pairs(TileData) do
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if Properties.animation ~= nil then
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Properties.tileset = love.graphics.newImage("assets/terrain/"..Properties.animation..".png")
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Properties.imgs = {}
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Properties.current_image = 1
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Properties.current_subimage = 1
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local tileset = properties.tileset
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local tileset = Properties.tileset
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local width = tileset:getPixelWidth()/tileProperties.width
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local height = tileset:getPixelHeight()/tileProperties.height
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local image_count = 0
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@ -74,14 +79,14 @@ function LevelIndexTiles()
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)
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image_count = image_count + 1
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table.insert(properties.imgs,quad)
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table.insert(Properties.imgs,quad)
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end
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end
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properties.image_count = image_count
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Properties.image_count = image_count
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end
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end
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-- instance level tiles according to the properties
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-- instance level tiles according to the Properties
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for i = 1, #LevelTiles do
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for j = 1, #LevelTiles[i] do
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local id = LevelTiles[i][j]
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@ -89,18 +94,18 @@ function LevelIndexTiles()
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local tile = LevelTiles[i][j]
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tile.id = id
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for _, properties in pairs(Tiles) do
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if properties.id == tile.id then
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if type(properties.overlay) == "table" then
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tile.display_overlay = properties.overlay[math.random(#properties.overlay)]
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for _, Properties in pairs(TileData) do
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if Properties.id == tile.id then
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if type(Properties.overlay) == "table" then
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tile.display_overlay = Properties.overlay[math.random(#Properties.overlay)]
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else
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tile.display_overlay = properties.overlay
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tile.display_overlay = Properties.overlay
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end
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if type(properties.force) == "table" then
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tile.display = properties.force[math.random(#properties.force)]
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if type(Properties.force) == "table" then
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tile.display = Properties.force[math.random(#Properties.force)]
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else
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tile.display = properties.force
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tile.display = Properties.force
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end
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end
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end
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@ -109,64 +114,26 @@ function LevelIndexTiles()
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end
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end
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function LevelDisplayForeground()
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for i = 1, #LevelTiles do
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for j = 1, #LevelTiles[i] do
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if LevelTiles[i][j].id ~= 0 then
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local depth = TileGetDepth(LevelTiles[i][j])
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DrawTile(
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LevelTiles[i][j],
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tileProperties.scale * j * tileProperties.width + tileProperties.scale * (levelProperties.offset.x - tileProperties.width) - Camera.pos.x,
|
||||
tileProperties.scale * i * tileProperties.height + tileProperties.scale * (levelProperties.offset.y - tileProperties.height) - Camera.pos.y,
|
||||
"foreground"
|
||||
)
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function LevelDisplayBackground()
|
||||
love.graphics.setColor(0.7,0.7,0.7)
|
||||
for i = 1, #LevelTiles do
|
||||
for j = 1, #LevelTiles[i] do
|
||||
if LevelTiles[i][j].id ~= 0 then
|
||||
|
||||
local depth = TileGetDepth(LevelTiles[i][j])
|
||||
DrawTile(
|
||||
LevelTiles[i][j],
|
||||
tileProperties.scale * j * tileProperties.width + tileProperties.scale * (levelProperties.offset.x - tileProperties.width) - Camera.pos.x,
|
||||
tileProperties.scale * i * tileProperties.height + tileProperties.scale * (levelProperties.offset.y - tileProperties.height) - Camera.pos.y,
|
||||
"background"
|
||||
)
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
love.graphics.setColor(1,1,1)
|
||||
end
|
||||
|
||||
function TileGetType(tile)
|
||||
for _, properties in ipairs(Tiles) do
|
||||
if properties.id == tile.id then
|
||||
return properties.type
|
||||
for _, Properties in pairs(TileData) do
|
||||
if Properties.id == tile.id then
|
||||
return Properties.type
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function TileGetDepth(tile)
|
||||
for _, properties in ipairs(Tiles) do
|
||||
if properties.id == tile.id then
|
||||
return properties.depth
|
||||
for _, Properties in pairs(TileData) do
|
||||
if Properties.id == tile.id then
|
||||
return Properties.depth
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function TileGetLight(tile)
|
||||
for _, properties in ipairs(Tiles) do
|
||||
if properties.id == tile.id then
|
||||
return properties.light
|
||||
for _, Properties in pairs(TileData) do
|
||||
if Properties.id == tile.id then
|
||||
return Properties.light
|
||||
end
|
||||
end
|
||||
end
|
||||
|
@ -176,8 +143,8 @@ function GridDisplay()
|
|||
for j = 1, #LevelTiles[i] do
|
||||
love.graphics.rectangle(
|
||||
"line",
|
||||
tileProperties.scale * j * tileProperties.width + tileProperties.scale * (levelProperties.offset.x - tileProperties.width) - Camera.pos.x,
|
||||
tileProperties.scale * i * tileProperties.height + tileProperties.scale * (levelProperties.offset.y - tileProperties.height) - Camera.pos.y,
|
||||
tileProperties.scale * (j * tileProperties.width + (levelProperties.offset.x - tileProperties.width)) - Camera.pos.x,
|
||||
tileProperties.scale * (i * tileProperties.height + (levelProperties.offset.y - tileProperties.height)) - Camera.pos.y,
|
||||
tileProperties.scale * tileProperties.width,
|
||||
tileProperties.scale * tileProperties.height
|
||||
)
|
||||
|
@ -186,9 +153,9 @@ function GridDisplay()
|
|||
end
|
||||
|
||||
function TileCreateObjects()
|
||||
objects.collisions = {}
|
||||
objects.platforms = {}
|
||||
objects.ladders = {}
|
||||
LoadedObjects.Collisions = {}
|
||||
LoadedObjects.Platforms = {}
|
||||
LoadedObjects.Ladders = {}
|
||||
|
||||
for i = 1, #LevelTiles do
|
||||
for j = 1, #LevelTiles[i] do
|
||||
|
@ -215,7 +182,7 @@ function TileCreateObjects()
|
|||
base_x + tileProperties.width * tileProperties.scale,
|
||||
base_y + tileProperties.height * tileProperties.scale
|
||||
)
|
||||
table.insert(objects.collisions,col)
|
||||
table.insert(LoadedObjects.Collisions,col)
|
||||
|
||||
elseif type == "half_bottom" then
|
||||
|
||||
|
@ -225,7 +192,7 @@ function TileCreateObjects()
|
|||
base_x + tileProperties.width * tileProperties.scale,
|
||||
base_y + tileProperties.height * tileProperties.scale
|
||||
)
|
||||
table.insert(objects.collisions,col)
|
||||
table.insert(LoadedObjects.Collisions,col)
|
||||
|
||||
elseif type == "half_top" then
|
||||
|
||||
|
@ -235,7 +202,7 @@ function TileCreateObjects()
|
|||
base_x + tileProperties.width * tileProperties.scale,
|
||||
base_y + tileProperties.height/2 * tileProperties.scale
|
||||
)
|
||||
table.insert(objects.collisions,col)
|
||||
table.insert(LoadedObjects.Collisions,col)
|
||||
|
||||
elseif type == "half_right" then
|
||||
|
||||
|
@ -245,7 +212,7 @@ function TileCreateObjects()
|
|||
base_x + tileProperties.width * tileProperties.scale,
|
||||
base_y + tileProperties.height * tileProperties.scale
|
||||
)
|
||||
table.insert(objects.collisions,col)
|
||||
table.insert(LoadedObjects.Collisions,col)
|
||||
|
||||
elseif type == "half_left" then
|
||||
|
||||
|
@ -255,7 +222,7 @@ function TileCreateObjects()
|
|||
base_x + tileProperties.height/2 * tileProperties.scale,
|
||||
base_y + tileProperties.height * tileProperties.scale
|
||||
)
|
||||
table.insert(objects.collisions,col)
|
||||
table.insert(LoadedObjects.Collisions,col)
|
||||
|
||||
elseif type == "platform" then
|
||||
local plat = Collision:New(
|
||||
|
@ -264,7 +231,7 @@ function TileCreateObjects()
|
|||
base_x + tileProperties.width * tileProperties.scale,
|
||||
base_y + tileProperties.height/4 * tileProperties.scale + tileProperties.scale * 2
|
||||
)
|
||||
table.insert(objects.platforms,plat)
|
||||
table.insert(LoadedObjects.Platforms,plat)
|
||||
|
||||
elseif type == "ramp2_bot_left_whole" then
|
||||
for k = 1, 8 do
|
||||
|
@ -275,7 +242,7 @@ function TileCreateObjects()
|
|||
base_x + k * 2 * tileProperties.scale,
|
||||
base_y + k * tileProperties.scale
|
||||
)
|
||||
table.insert(objects.collisions,slope)
|
||||
table.insert(LoadedObjects.Collisions,slope)
|
||||
|
||||
end
|
||||
-- fill lower half
|
||||
|
@ -285,7 +252,7 @@ function TileCreateObjects()
|
|||
base_x + tileProperties.width * tileProperties.scale,
|
||||
base_y + tileProperties.height * tileProperties.scale
|
||||
)
|
||||
table.insert(objects.collisions,col)
|
||||
table.insert(LoadedObjects.Collisions,col)
|
||||
|
||||
elseif type == "ramp2_bot_left_half" then
|
||||
for k = 1, 8 do
|
||||
|
@ -296,7 +263,7 @@ function TileCreateObjects()
|
|||
base_x + k * 2 * tileProperties.scale,
|
||||
base_y + tileProperties.height/2 * tileProperties.scale + k * tileProperties.scale
|
||||
)
|
||||
table.insert(objects.collisions,slope)
|
||||
table.insert(LoadedObjects.Collisions,slope)
|
||||
|
||||
end
|
||||
|
||||
|
@ -309,7 +276,7 @@ function TileCreateObjects()
|
|||
base_x + tileProperties.width * tileProperties.scale - (k-1) * 2 * tileProperties.scale,
|
||||
base_y + tileProperties.height/2 * tileProperties.scale - tileProperties.scale + k * tileProperties.scale + tileProperties.scale
|
||||
)
|
||||
table.insert(objects.collisions,slope)
|
||||
table.insert(LoadedObjects.Collisions,slope)
|
||||
|
||||
end
|
||||
-- fill higher half
|
||||
|
@ -319,7 +286,7 @@ function TileCreateObjects()
|
|||
base_x + tileProperties.width * tileProperties.scale,
|
||||
base_y + tileProperties.height/2 * tileProperties.scale
|
||||
)
|
||||
table.insert(objects.collisions,col)
|
||||
table.insert(LoadedObjects.Collisions,col)
|
||||
|
||||
elseif type == "ramp2_top_left_half" then
|
||||
for k = 1, 8 do
|
||||
|
@ -330,7 +297,7 @@ function TileCreateObjects()
|
|||
base_x + tileProperties.width * tileProperties.scale - (k-1) * 2 * tileProperties.scale,
|
||||
base_y - tileProperties.scale + k * tileProperties.scale + tileProperties.scale
|
||||
)
|
||||
table.insert(objects.collisions,slope)
|
||||
table.insert(LoadedObjects.Collisions,slope)
|
||||
|
||||
end
|
||||
|
||||
|
@ -343,7 +310,7 @@ function TileCreateObjects()
|
|||
base_x + tileProperties.width * tileProperties.scale,
|
||||
base_y - tileProperties.scale + k * tileProperties.scale + tileProperties.scale
|
||||
)
|
||||
table.insert(objects.collisions,slope)
|
||||
table.insert(LoadedObjects.Collisions,slope)
|
||||
|
||||
end
|
||||
-- fill lower half
|
||||
|
@ -353,7 +320,7 @@ function TileCreateObjects()
|
|||
base_x + tileProperties.width * tileProperties.scale,
|
||||
base_y + tileProperties.height * tileProperties.scale
|
||||
)
|
||||
table.insert(objects.collisions,col)
|
||||
table.insert(LoadedObjects.Collisions,col)
|
||||
|
||||
elseif type == "ramp2_bot_right_half" then
|
||||
for k = 1, 8 do
|
||||
|
@ -364,7 +331,7 @@ function TileCreateObjects()
|
|||
base_x + tileProperties.width * tileProperties.scale,
|
||||
base_y + tileProperties.height/2 * tileProperties.scale - tileProperties.scale + k * tileProperties.scale + tileProperties.scale
|
||||
)
|
||||
table.insert(objects.collisions,slope)
|
||||
table.insert(LoadedObjects.Collisions,slope)
|
||||
|
||||
end
|
||||
|
||||
|
@ -377,7 +344,7 @@ function TileCreateObjects()
|
|||
base_x + tileProperties.width * tileProperties.scale,
|
||||
base_y + tileProperties.height/2 * tileProperties.scale - k * tileProperties.scale + tileProperties.scale
|
||||
)
|
||||
table.insert(objects.collisions,slope)
|
||||
table.insert(LoadedObjects.Collisions,slope)
|
||||
|
||||
end
|
||||
|
||||
|
@ -390,7 +357,7 @@ function TileCreateObjects()
|
|||
base_x + tileProperties.width * tileProperties.scale,
|
||||
base_y + tileProperties.height/2 * tileProperties.scale + tileProperties.height/2 * tileProperties.scale - k * tileProperties.scale + tileProperties.scale
|
||||
)
|
||||
table.insert(objects.collisions,slope)
|
||||
table.insert(LoadedObjects.Collisions,slope)
|
||||
|
||||
end
|
||||
-- fill higher half
|
||||
|
@ -400,7 +367,7 @@ function TileCreateObjects()
|
|||
base_x + tileProperties.width * tileProperties.scale,
|
||||
base_y + tileProperties.height/2 * tileProperties.scale
|
||||
)
|
||||
table.insert(objects.collisions,col)
|
||||
table.insert(LoadedObjects.Collisions,col)
|
||||
|
||||
elseif type == "ramp1_bot_left" then
|
||||
|
||||
|
@ -412,7 +379,7 @@ function TileCreateObjects()
|
|||
base_x + k * tileProperties.scale,
|
||||
base_y + k * tileProperties.scale
|
||||
)
|
||||
table.insert(objects.collisions,slope)
|
||||
table.insert(LoadedObjects.Collisions,slope)
|
||||
|
||||
end
|
||||
|
||||
|
@ -424,7 +391,7 @@ function TileCreateObjects()
|
|||
base_x + tileProperties.width * tileProperties.scale,
|
||||
base_y + tileProperties.height * tileProperties.scale
|
||||
)
|
||||
table.insert(objects.ladders,ladder)
|
||||
table.insert(LoadedObjects.Ladders,ladder)
|
||||
|
||||
elseif type == "ladder_platform_right" then
|
||||
|
||||
|
@ -434,7 +401,7 @@ function TileCreateObjects()
|
|||
base_x + tileProperties.width * tileProperties.scale,
|
||||
base_y + tileProperties.height * tileProperties.scale
|
||||
)
|
||||
table.insert(objects.ladders,ladder)
|
||||
table.insert(LoadedObjects.Ladders,ladder)
|
||||
|
||||
local plat = Collision:New(
|
||||
base_x,
|
||||
|
@ -442,7 +409,7 @@ function TileCreateObjects()
|
|||
base_x + tileProperties.width * tileProperties.scale,
|
||||
base_y + tileProperties.height/4 * tileProperties.scale + tileProperties.scale * 2
|
||||
)
|
||||
table.insert(objects.platforms,plat)
|
||||
table.insert(LoadedObjects.Platforms,plat)
|
||||
|
||||
elseif type == "ladder_left" then
|
||||
|
||||
|
@ -453,7 +420,7 @@ function TileCreateObjects()
|
|||
base_x + tileProperties.scale * 4,
|
||||
base_y + tileProperties.height * tileProperties.scale
|
||||
)
|
||||
table.insert(objects.ladders,ladder)
|
||||
table.insert(LoadedObjects.Ladders,ladder)
|
||||
|
||||
elseif type == "ladder_platform_left" then
|
||||
|
||||
|
@ -464,7 +431,7 @@ function TileCreateObjects()
|
|||
base_x + tileProperties.scale * 4,
|
||||
base_y + tileProperties.height * tileProperties.scale
|
||||
)
|
||||
table.insert(objects.ladders,ladder)
|
||||
table.insert(LoadedObjects.Ladders,ladder)
|
||||
|
||||
local plat = Collision:New(
|
||||
base_x,
|
||||
|
@ -472,7 +439,7 @@ function TileCreateObjects()
|
|||
base_x + tileProperties.width * tileProperties.scale,
|
||||
base_y + tileProperties.height/4 * tileProperties.scale + tileProperties.scale * 2
|
||||
)
|
||||
table.insert(objects.platforms,plat)
|
||||
table.insert(LoadedObjects.Platforms,plat)
|
||||
|
||||
end
|
||||
end
|
||||
|
@ -481,42 +448,42 @@ function TileCreateObjects()
|
|||
end
|
||||
|
||||
function AnimateTiles()
|
||||
for _, properties in pairs(Tiles) do
|
||||
if properties.animation ~= nil then
|
||||
for _, Properties in pairs(TileData) do
|
||||
if Properties.animation ~= nil then
|
||||
-- calculate subimage
|
||||
properties.current_subimage = properties.current_subimage + current_dt
|
||||
Properties.current_subimage = Properties.current_subimage + current_dt
|
||||
-- cycle image
|
||||
if properties.current_subimage >= properties.delay then
|
||||
properties.current_subimage = properties.current_subimage - properties.delay
|
||||
properties.current_image = properties.current_image + 1
|
||||
if Properties.current_subimage >= Properties.delay then
|
||||
Properties.current_subimage = Properties.current_subimage - Properties.delay
|
||||
Properties.current_image = Properties.current_image + 1
|
||||
end
|
||||
|
||||
if properties.current_image > properties.image_count then
|
||||
properties.current_image = properties.current_image - properties.image_count
|
||||
if Properties.current_image > Properties.image_count then
|
||||
Properties.current_image = Properties.current_image - Properties.image_count
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function DrawTile(tile,x,y,depth)
|
||||
for _, properties in pairs(Tiles) do
|
||||
if tile.id == properties.id then
|
||||
for _, Properties in pairs(TileData) do
|
||||
if tile.id == Properties.id then
|
||||
|
||||
if properties.animation ~= nil then
|
||||
if properties.imgs[properties.current_image] ~= nil
|
||||
and properties.depth == depth
|
||||
if Properties.animation ~= nil then
|
||||
if Properties.imgs[Properties.current_image] ~= nil
|
||||
and Properties.depth == depth
|
||||
then love.graphics.draw(
|
||||
properties.tileset,
|
||||
properties.imgs[properties.current_image],
|
||||
Properties.tileset,
|
||||
Properties.imgs[Properties.current_image],
|
||||
x,
|
||||
y,
|
||||
0,
|
||||
tileProperties.scale,
|
||||
tileProperties.scale
|
||||
) end
|
||||
elseif properties.depth == depth then
|
||||
if properties.force ~= nil then
|
||||
if properties.force ~= 0 then
|
||||
elseif Properties.depth == depth then
|
||||
if Properties.force ~= nil then
|
||||
if Properties.force ~= 0 then
|
||||
love.graphics.draw(
|
||||
LevelData.tileset,
|
||||
TileIndex[tile.display],
|
||||
|
@ -530,7 +497,7 @@ function DrawTile(tile,x,y,depth)
|
|||
else
|
||||
love.graphics.draw(
|
||||
LevelData.tileset,
|
||||
TileIndex[properties.id],
|
||||
TileIndex[Properties.id],
|
||||
x,
|
||||
y,
|
||||
0,
|
||||
|
@ -540,11 +507,11 @@ function DrawTile(tile,x,y,depth)
|
|||
end
|
||||
end
|
||||
|
||||
if properties.overlay ~= nil then
|
||||
if properties.overlay_depth == depth or properties.overlay_depth == nil and properties.depth == depth then
|
||||
if properties.overlay_animated then
|
||||
for _, overlay_properties in pairs(Tiles) do
|
||||
if overlay_properties.id == properties.overlay then
|
||||
if Properties.overlay ~= nil then
|
||||
if Properties.overlay_depth == depth or Properties.overlay_depth == nil and Properties.depth == depth then
|
||||
if Properties.overlay_animated then
|
||||
for _, overlay_properties in pairs(TileData) do
|
||||
if overlay_properties.id == Properties.overlay then
|
||||
love.graphics.draw(
|
||||
overlay_properties.tileset,
|
||||
overlay_properties.imgs[overlay_properties.current_image],
|
||||
|
|
|
@ -1,23 +1,23 @@
|
|||
objects = {
|
||||
entities = {},
|
||||
LoadedObjects = {
|
||||
Entities = {},
|
||||
|
||||
collisions = {},
|
||||
platforms = {},
|
||||
ladders = {}
|
||||
Collisions = {},
|
||||
Platforms = {},
|
||||
Ladders = {}
|
||||
}
|
||||
|
||||
-- level functions
|
||||
function objects.DrawCollisions()
|
||||
for _, col in pairs(objects.collisions) do
|
||||
col:Draw(1)
|
||||
function LoadedObjects.DrawCollisions()
|
||||
for _, collision in pairs(LoadedObjects.Collisions) do
|
||||
collision:Draw(1)
|
||||
end
|
||||
|
||||
for _, plat in pairs(objects.platforms) do
|
||||
if plat.disable == true then plat:Draw(2) end
|
||||
if plat.disable == false then plat:Draw(1) end
|
||||
for _, platform in pairs(LoadedObjects.Platforms) do
|
||||
if platform.disable == true then platform:Draw(2) end
|
||||
if platform.disable == false then platform:Draw(1) end
|
||||
end
|
||||
|
||||
for _, ladder in pairs(objects.ladders) do
|
||||
for _, ladder in pairs(LoadedObjects.Ladders) do
|
||||
ladder:Draw(2)
|
||||
end
|
||||
end
|
||||
|
@ -25,48 +25,38 @@ end
|
|||
-- returns true if theres a collision at that point. also marks collisioned tile as collision true
|
||||
function isThereObjectAt(x,y,objectType)
|
||||
local result = false
|
||||
for _, col in pairs(objectType) do
|
||||
if x >= col.from.x
|
||||
and x <= col.to.x
|
||||
and y >= col.from.y
|
||||
and y <= col.to.y
|
||||
and col.disable ~= true then
|
||||
for _, collision in pairs(objectType) do
|
||||
if x >= collision.from.x
|
||||
and x <= collision.to.x
|
||||
and y >= collision.from.y
|
||||
and y <= collision.to.y
|
||||
and collision.disable ~= true then
|
||||
result = true
|
||||
col.collision = true
|
||||
collision.collision = true
|
||||
end
|
||||
end
|
||||
return result
|
||||
end
|
||||
|
||||
function isThereAnyCollisionAt(x,y)
|
||||
local result = false
|
||||
if not result then
|
||||
result = isThereObjectAt(x,y,objects.collisions)
|
||||
end
|
||||
if not result then
|
||||
result = isThereObjectAt(x,y,objects.ladders)
|
||||
end
|
||||
if not result then
|
||||
result = isThereObjectAt(x,y,objects.platforms)
|
||||
end
|
||||
return result
|
||||
return isThereObjectAt(x,y,LoadedObjects.Collisions) or isThereObjectAt(x,y,LoadedObjects.Ladders) or isThereObjectAt(x,y,LoadedObjects.Platforms)
|
||||
end
|
||||
-- flags
|
||||
function SetCollisionFlags(player)
|
||||
for _, col in pairs(objects.collisions) do
|
||||
col.collision = false
|
||||
for _, collision in pairs(LoadedObjects.Collisions) do
|
||||
collision.collision = false
|
||||
end
|
||||
|
||||
for _, plat in pairs(objects.platforms) do
|
||||
plat.collision = false
|
||||
if player.pos.y < plat.from.y then
|
||||
plat.disable = false
|
||||
for _, platform in pairs(LoadedObjects.Platforms) do
|
||||
platform.collision = false
|
||||
if player.pos.y < platform.from.y then
|
||||
platform.disable = false
|
||||
else
|
||||
plat.disable = true
|
||||
platform.disable = true
|
||||
end
|
||||
end
|
||||
|
||||
for _, ladder in pairs(objects.ladders) do
|
||||
for _, ladder in pairs(LoadedObjects.Ladders) do
|
||||
ladder.collision = false
|
||||
end
|
||||
end
|
||||
|
|
|
@ -0,0 +1,82 @@
|
|||
Particle = Entity:New(x,y)
|
||||
|
||||
function Particle:New(x,y,particle_data)
|
||||
local o = Entity:New(x,y)
|
||||
|
||||
o.pos = {x = x, y = y}
|
||||
|
||||
|
||||
o.speed = particle_data.speed or 0
|
||||
o.direction = particle_data.direction or o.direction
|
||||
o.sprite_rotation = particle_data.sprite_rotation or o.sprite_rotation
|
||||
o.sprite_offset = particle_data.sprite_offset or o.sprite_offset
|
||||
o.sprite_scale = particle_data.sprite_scale or o.sprite_scale
|
||||
o.sprite_tint = particle_data.sprite_tint or o.sprite_tint
|
||||
o.sprite_alpha = particle_data.sprite_alpha or o.sprite_alpha
|
||||
o.sprite_alpha_base = o.sprite_alpha
|
||||
|
||||
o.sprite_flip = particle_data.sprite_flip or o.sprite_flip
|
||||
o.animation_active = particle_data.animation_active or false
|
||||
|
||||
o.time = 0.5
|
||||
o.timer = 0
|
||||
|
||||
o.vel = {
|
||||
x = o.speed * math.cos(o.direction),
|
||||
y = o.speed * math.sin(o.direction)
|
||||
}
|
||||
|
||||
if particle_data.light ~= nil then
|
||||
o.lightRange = particle_data.light
|
||||
o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange)
|
||||
end
|
||||
|
||||
-- animations
|
||||
o.body = Animation:New(particle_data.animation)
|
||||
o:centerOffset(o.body)
|
||||
if not o.animation_active then
|
||||
o.body.speed = 0
|
||||
end
|
||||
|
||||
table.insert(LoadedParticles,o)
|
||||
o.id = #LoadedParticles
|
||||
|
||||
setmetatable(o, self)
|
||||
self.__index = self
|
||||
return o
|
||||
end
|
||||
|
||||
function Particle:Kill()
|
||||
if self.light ~= nil then
|
||||
KillLight(self.light)
|
||||
end
|
||||
if self.id ~= nil then
|
||||
for _, e in pairs(LoadedParticles) do
|
||||
if e.id > self.id then
|
||||
e.id = e.id - 1
|
||||
end
|
||||
end
|
||||
table.remove(LoadedParticles,self.id)
|
||||
end
|
||||
self = nil
|
||||
end
|
||||
|
||||
function Particle:HandleAnimation()
|
||||
self.body:Animate()
|
||||
self.timer = self.timer + current_dt
|
||||
self.sprite_alpha = self.sprite_alpha_base*(self.time-self.timer)/self.time
|
||||
if self.light ~= nil then
|
||||
self.light.range = self.lightRange * self.sprite_alpha/2
|
||||
end
|
||||
if self.sprite_alpha < 0 then self:Kill() end
|
||||
self:Draw(self.body)
|
||||
end
|
||||
|
||||
function Particle:DoPhysics()
|
||||
if not self:isCollidingAt(self.pos.x + self.vel.x, self.pos.y, objects.collisions) then
|
||||
self.pos.x = self.pos.x + self.vel.x
|
||||
end
|
||||
if not self:isCollidingAt(self.pos.x, self.pos.y + self.vel.y, objects.collisions) then
|
||||
self.pos.y = self.pos.y + self.vel.y
|
||||
end
|
||||
end
|
Loading…
Reference in New Issue