Hexadecimal colors, particle data, cleaned a bit of entities, added player dash animation particles
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After Width: | Height: | Size: 114 B |
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@ -3,8 +3,8 @@ require "data/scripts/enums"
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-- support functions
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require "data/scripts/math"
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require "data/scripts/hex"
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require "data/scripts/in_out"
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json = require "data/scripts/json"
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-- classes
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require "data/scripts/entity"
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require "data/scripts/animation"
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@ -2,6 +2,7 @@ Animation = {}
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function Animation:New(anim_data)
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local o = {}
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o.path = anim_data.path
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o.frames = anim_data.frames
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o.speed = anim_data.speed
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@ -44,6 +45,7 @@ end
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-- to linearly animate
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function Animation:Animate()
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if self.speed ~= 0 then
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-- try to animate
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self.subframe = self.subframe + current_dt
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@ -56,6 +58,7 @@ function Animation:Animate()
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if self.frame >= self.frames+1 then
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self.frame = self.frame - self.frames
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end
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end
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end
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-- to draw the current frame
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@ -25,10 +25,6 @@ Arrow = Entity:New(x,y)
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return o
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end
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function Arrow:Smart()
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end
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function Arrow:HandleAnimation()
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self:Draw(self.body)
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end
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@ -23,9 +23,6 @@ function Decoration:New(x,y,animation,lightRange)
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return o
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end
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function Decoration:Smart()
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end
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function Decoration:HandleAnimation()
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self.body:Animate()
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self:Draw(self.body)
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@ -42,7 +42,14 @@ function Fairy:Smart()
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self.vel.x = math.cos(angle)*self.speed*distance/(8*game.scale)
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self.vel.y = math.sin(angle)*self.speed*distance/(8*game.scale)
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end
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Particle:New(self.pos.x,self.pos.y,animation.particle.fairy,angle-math.rad(180),self.speed*distance/(16*game.scale))
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local particle_data = {
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animation = animation.particle.fairy,
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direction = angle-math.rad(180),
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speed = self.speed*distance/(16*game.scale)
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}
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Particle:New(self.pos.x,self.pos.y,particle_data)
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end
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function Fairy:HandleAnimation()
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@ -1,33 +1,55 @@
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Particle = Entity:New(x,y)
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function Particle:New(x,y,animation,rotation,speed)
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function Particle:New(x,y,particle_data)
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local o = Entity:New(x,y)
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o.pos = {x = x, y = y}
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o.speed = speed or 0
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o.sprite_rotation = rotation or 0
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o.speed = particle_data.speed or 0
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o.direction = particle_data.direction or o.direction
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o.sprite_rotation = particle_data.sprite_rotation or o.sprite_rotation
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o.sprite_offset = particle_data.sprite_offset or o.sprite_offset
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o.sprite_scale = particle_data.sprite_scale or o.sprite_scale
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o.sprite_tint = particle_data.sprite_tint or o.sprite_tint
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o.sprite_alpha = particle_data.sprite_alpha or o.sprite_alpha
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o.sprite_flip = particle_data.sprite_flip or o.sprite_flip
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o.animation_active = particle_data.animation_active or false
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o.time = 0.5
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o.timer = 0
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o.vel = {
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x = o.speed * math.cos(o.sprite_rotation),
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y = o.speed * math.sin(o.sprite_rotation)
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x = o.speed * math.cos(o.direction),
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y = o.speed * math.sin(o.direction)
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}
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-- animations
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o.body = Animation:New(animation)
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o.body = Animation:New(particle_data.animation)
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o:centerOffset(o.body)
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if not o.animation_active then
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o.body.speed = 0
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end
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table.insert(LoadedEntities,o)
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o.id = #LoadedEntities
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table.insert(LoadedParticles,o)
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o.id = #LoadedParticles
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setmetatable(o, self)
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self.__index = self
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return o
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end
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function Particle:Smart()
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function Particle:Kill()
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if self.id ~= nil then
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for _, e in pairs(LoadedParticles) do
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if e.id > self.id then
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e.id = e.id - 1
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end
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end
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table.remove(LoadedParticles,self.id)
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end
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self = nil
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end
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function Particle:HandleAnimation()
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@ -122,7 +122,19 @@ function Player:DoPhysics()
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self.isOnGround = false
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self.dashTimer = self.dashTimer - current_dt
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-- DASH STATE
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if self.dashTimer > 0 then
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local particle_data = {
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animation = self.body,
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sprite_tint = HEX2RGB("#fed100"),
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sprite_flip = {
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x = self.sprite_flip.x,
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y = self.sprite_flip.y
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}
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}
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Particle:New(self.pos.x,self.pos.y,particle_data)
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self.dashCooldownTimer = self.dashCooldownTime
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self.vel.x = self.dashSpeed * math.cos(self.dashDirection)
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self.vel.y = self.dashSpeed * math.sin(self.dashDirection)
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@ -149,11 +161,6 @@ function Player:DoPhysics()
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end
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function Player:HandleAnimation()
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if self.dashTimer > 0 then
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self.sprite_tint = {1,1,0}
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else
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self.sprite_tint = {1,1,1}
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end
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-- flip sprite to look in the direction is moving
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if self.move_x ~= 0 then self.sprite_flip.x = math.sign(self.move_x) end
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@ -5,12 +5,15 @@ function Entity:New(x,y)
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o.pos = {x = x, y = y}
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o.vel = {x = 0, y = 0}
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o.direction = 0
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o.boxCollision = {
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from = {x = x, y = y},
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to = {x = x, y = y},
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}
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o.target_offset = {x = 0, y = 0}
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o.sprite_offset = {x = 0, y = 0}
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o.sprite_scale = {x = 1, y = 1}
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o.sprite_rotation = math.rad(0)
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@ -25,6 +28,34 @@ function Entity:New(x,y)
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return o
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end
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function Entity:Smart()
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end
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function Entity:Kill()
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if self.id ~= nil then
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for _, e in pairs(LoadedEntities) do
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if e.id > self.id then
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e.id = e.id - 1
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end
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end
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table.remove(LoadedEntities,self.id)
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end
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self = nil
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end
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function Entity:Draw(animation)
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local c1, c2, c3, a = love.graphics.getColor()
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love.graphics.setColor(self.sprite_tint[1],self.sprite_tint[2],self.sprite_tint[3],self.sprite_alpha)
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animation:Draw(
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self.pos.x - Camera.pos.x - ( (self.sprite_offset.x) * math.cos(self.sprite_rotation) - (self.sprite_offset.y) * math.sin(self.sprite_rotation)) * self.sprite_scale.x * self.sprite_flip.x,
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self.pos.y - Camera.pos.y - ( (self.sprite_offset.x) * math.sin(self.sprite_rotation) + (self.sprite_offset.y) * math.cos(self.sprite_rotation)) * self.sprite_scale.y * self.sprite_flip.y,
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self.sprite_rotation,
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self.sprite_scale.x * self.sprite_flip.x,
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self.sprite_scale.y * self.sprite_flip.y
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)
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love.graphics.setColor(c1,c2,c3,a)
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end
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function Entity:centerOffset(animation,x,y)
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local x = x or 0
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local y = y or 0
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@ -43,19 +74,6 @@ function Entity:getBoundingBox(animation,left,right,top,bottom)
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self.boxCollision.to.y = animation.imgs[1]:getHeight()/2 + bottom
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end
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function Entity:Draw(animation)
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local c1, c2, c3, a = love.graphics.getColor()
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love.graphics.setColor(self.sprite_tint[1],self.sprite_tint[2],self.sprite_tint[3],self.sprite_alpha)
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animation:Draw(
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self.pos.x - Camera.pos.x - ( (self.sprite_offset.x) * math.cos(self.sprite_rotation) - (self.sprite_offset.y) * math.sin(self.sprite_rotation)) * self.sprite_scale.x * self.sprite_flip.x,
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self.pos.y - Camera.pos.y - ( (self.sprite_offset.x) * math.sin(self.sprite_rotation) + (self.sprite_offset.y) * math.cos(self.sprite_rotation)) * self.sprite_scale.y * self.sprite_flip.y,
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self.sprite_rotation,
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self.sprite_scale.x * self.sprite_flip.x,
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self.sprite_scale.y * self.sprite_flip.y
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)
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love.graphics.setColor(c1,c2,c3,a)
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end
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-- returns true if theres a collision at that point. also marks collisioned tile as collision true
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function Entity:isCollidingAt(x,y,object)
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local result = false
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return result
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end
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function Entity:Kill()
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if self.id ~= nil then
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for _, e in pairs(LoadedEntities) do
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if e.id > self.id then
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e.id = e.id - 1
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end
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end
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table.remove(LoadedEntities,self.id)
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end
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self = nil
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end
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require "data/scripts/entities/kupo"
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require "data/scripts/entities/arrow"
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require "data/scripts/entities/decoration"
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@ -6,6 +6,11 @@ animation = {
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path = "assets/entities/particle/fairy",
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frames = 4,
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speed = 1/4
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},
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player_dash = {
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path = "assets/entities/particle/player_dash",
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frames = 1,
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speed = 0
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}
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},
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fairy = {
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arrow = {
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path = "assets/entities/kupo/kupo_arrow",
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frames = 1,
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speed = 1
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speed = 0
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}
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},
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moth_mask = {
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@ -1,6 +1,10 @@
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function GameStep()
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if not do_pause then
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SetCollisionFlags(main_Player)
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for _, particle in pairs(LoadedParticles) do
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particle:Smart()
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particle:DoPhysics()
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end
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for _, enty in pairs(LoadedEntities) do
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enty:Smart()
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enty:DoPhysics()
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@ -11,6 +11,9 @@ function GameworldDraw()
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love.graphics.setColor(1,1,1,1)
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LevelDisplayBackground()
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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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for _, enty in pairs(LoadedEntities) do
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enty:HandleAnimation()
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end
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@ -0,0 +1,30 @@
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function HEX2RGB(color)
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local r1 = HEX2DEX(color:sub(2,2))
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local r2 = HEX2DEX(color:sub(3,3))
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local g1 = HEX2DEX(color:sub(4,4))
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local g2 = HEX2DEX(color:sub(5,5))
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local b1 = HEX2DEX(color:sub(6,6))
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local b2 = HEX2DEX(color:sub(7,7))
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return {(r1*16 + r2)/255, (g1*16 + g2)/255, (b1*16 + b2)/255}
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end
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function HEX2DEX(hex)
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if hex == "0" then return 0
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elseif hex == "1" then return 1
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elseif hex == "2" then return 2
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elseif hex == "3" then return 3
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elseif hex == "4" then return 4
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elseif hex == "5" then return 5
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elseif hex == "6" then return 6
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elseif hex == "7" then return 7
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elseif hex == "8" then return 8
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elseif hex == "9" then return 9
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elseif hex == "a" then return 10
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elseif hex == "b" then return 11
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elseif hex == "c" then return 12
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elseif hex == "d" then return 13
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elseif hex == "e" then return 14
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elseif hex == "f" then return 15
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end
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end
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@ -1,388 +0,0 @@
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--
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-- json.lua
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--
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-- Copyright (c) 2020 rxi
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--
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-- Permission is hereby granted, free of charge, to any person obtaining a copy of
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-- this software and associated documentation files (the "Software"), to deal in
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-- the Software without restriction, including without limitation the rights to
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-- use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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-- of the Software, and to permit persons to whom the Software is furnished to do
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-- so, subject to the following conditions:
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--
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-- The above copyright notice and this permission notice shall be included in all
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-- copies or substantial portions of the Software.
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--
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-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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-- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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-- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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-- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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-- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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-- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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-- SOFTWARE.
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--
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local json = { _version = "0.1.2" }
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-------------------------------------------------------------------------------
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-- Encode
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-------------------------------------------------------------------------------
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local encode
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local escape_char_map = {
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[ "\\" ] = "\\",
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[ "\"" ] = "\"",
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[ "\b" ] = "b",
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[ "\f" ] = "f",
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[ "\n" ] = "n",
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[ "\r" ] = "r",
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[ "\t" ] = "t",
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}
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local escape_char_map_inv = { [ "/" ] = "/" }
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for k, v in pairs(escape_char_map) do
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escape_char_map_inv[v] = k
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end
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local function escape_char(c)
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return "\\" .. (escape_char_map[c] or string.format("u%04x", c:byte()))
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end
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local function encode_nil(val)
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return "null"
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end
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local function encode_table(val, stack)
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local res = {}
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stack = stack or {}
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-- Circular reference?
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if stack[val] then error("circular reference") end
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stack[val] = true
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if rawget(val, 1) ~= nil or next(val) == nil then
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-- Treat as array -- check keys are valid and it is not sparse
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local n = 0
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for k in pairs(val) do
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if type(k) ~= "number" then
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error("invalid table: mixed or invalid key types")
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end
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n = n + 1
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end
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if n ~= #val then
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error("invalid table: sparse array")
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end
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-- Encode
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for i, v in ipairs(val) do
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table.insert(res, encode(v, stack))
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end
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stack[val] = nil
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return "[" .. table.concat(res, ",") .. "]"
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else
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-- Treat as an object
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for k, v in pairs(val) do
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if type(k) ~= "string" then
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error("invalid table: mixed or invalid key types")
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end
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table.insert(res, encode(k, stack) .. ":" .. encode(v, stack))
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end
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stack[val] = nil
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return "{" .. table.concat(res, ",") .. "}"
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end
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end
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local function encode_string(val)
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return '"' .. val:gsub('[%z\1-\31\\"]', escape_char) .. '"'
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end
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local function encode_number(val)
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-- Check for NaN, -inf and inf
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if val ~= val or val <= -math.huge or val >= math.huge then
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error("unexpected number value '" .. tostring(val) .. "'")
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end
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return string.format("%.14g", val)
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end
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local type_func_map = {
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[ "nil" ] = encode_nil,
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[ "table" ] = encode_table,
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[ "string" ] = encode_string,
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[ "number" ] = encode_number,
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[ "boolean" ] = tostring,
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}
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encode = function(val, stack)
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local t = type(val)
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local f = type_func_map[t]
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if f then
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return f(val, stack)
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end
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error("unexpected type '" .. t .. "'")
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end
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function json.encode(val)
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return ( encode(val) )
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end
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-------------------------------------------------------------------------------
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-- Decode
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-------------------------------------------------------------------------------
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|
||||
local parse
|
||||
|
||||
local function create_set(...)
|
||||
local res = {}
|
||||
for i = 1, select("#", ...) do
|
||||
res[ select(i, ...) ] = true
|
||||
end
|
||||
return res
|
||||
end
|
||||
|
||||
local space_chars = create_set(" ", "\t", "\r", "\n")
|
||||
local delim_chars = create_set(" ", "\t", "\r", "\n", "]", "}", ",")
|
||||
local escape_chars = create_set("\\", "/", '"', "b", "f", "n", "r", "t", "u")
|
||||
local literals = create_set("true", "false", "null")
|
||||
|
||||
local literal_map = {
|
||||
[ "true" ] = true,
|
||||
[ "false" ] = false,
|
||||
[ "null" ] = nil,
|
||||
}
|
||||
|
||||
|
||||
local function next_char(str, idx, set, negate)
|
||||
for i = idx, #str do
|
||||
if set[str:sub(i, i)] ~= negate then
|
||||
return i
|
||||
end
|
||||
end
|
||||
return #str + 1
|
||||
end
|
||||
|
||||
|
||||
local function decode_error(str, idx, msg)
|
||||
local line_count = 1
|
||||
local col_count = 1
|
||||
for i = 1, idx - 1 do
|
||||
col_count = col_count + 1
|
||||
if str:sub(i, i) == "\n" then
|
||||
line_count = line_count + 1
|
||||
col_count = 1
|
||||
end
|
||||
end
|
||||
error( string.format("%s at line %d col %d", msg, line_count, col_count) )
|
||||
end
|
||||
|
||||
|
||||
local function codepoint_to_utf8(n)
|
||||
-- http://scripts.sil.org/cms/scripts/page.php?site_id=nrsi&id=iws-appendixa
|
||||
local f = math.floor
|
||||
if n <= 0x7f then
|
||||
return string.char(n)
|
||||
elseif n <= 0x7ff then
|
||||
return string.char(f(n / 64) + 192, n % 64 + 128)
|
||||
elseif n <= 0xffff then
|
||||
return string.char(f(n / 4096) + 224, f(n % 4096 / 64) + 128, n % 64 + 128)
|
||||
elseif n <= 0x10ffff then
|
||||
return string.char(f(n / 262144) + 240, f(n % 262144 / 4096) + 128,
|
||||
f(n % 4096 / 64) + 128, n % 64 + 128)
|
||||
end
|
||||
error( string.format("invalid unicode codepoint '%x'", n) )
|
||||
end
|
||||
|
||||
|
||||
local function parse_unicode_escape(s)
|
||||
local n1 = tonumber( s:sub(1, 4), 16 )
|
||||
local n2 = tonumber( s:sub(7, 10), 16 )
|
||||
-- Surrogate pair?
|
||||
if n2 then
|
||||
return codepoint_to_utf8((n1 - 0xd800) * 0x400 + (n2 - 0xdc00) + 0x10000)
|
||||
else
|
||||
return codepoint_to_utf8(n1)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
local function parse_string(str, i)
|
||||
local res = ""
|
||||
local j = i + 1
|
||||
local k = j
|
||||
|
||||
while j <= #str do
|
||||
local x = str:byte(j)
|
||||
|
||||
if x < 32 then
|
||||
decode_error(str, j, "control character in string")
|
||||
|
||||
elseif x == 92 then -- `\`: Escape
|
||||
res = res .. str:sub(k, j - 1)
|
||||
j = j + 1
|
||||
local c = str:sub(j, j)
|
||||
if c == "u" then
|
||||
local hex = str:match("^[dD][89aAbB]%x%x\\u%x%x%x%x", j + 1)
|
||||
or str:match("^%x%x%x%x", j + 1)
|
||||
or decode_error(str, j - 1, "invalid unicode escape in string")
|
||||
res = res .. parse_unicode_escape(hex)
|
||||
j = j + #hex
|
||||
else
|
||||
if not escape_chars[c] then
|
||||
decode_error(str, j - 1, "invalid escape char '" .. c .. "' in string")
|
||||
end
|
||||
res = res .. escape_char_map_inv[c]
|
||||
end
|
||||
k = j + 1
|
||||
|
||||
elseif x == 34 then -- `"`: End of string
|
||||
res = res .. str:sub(k, j - 1)
|
||||
return res, j + 1
|
||||
end
|
||||
|
||||
j = j + 1
|
||||
end
|
||||
|
||||
decode_error(str, i, "expected closing quote for string")
|
||||
end
|
||||
|
||||
|
||||
local function parse_number(str, i)
|
||||
local x = next_char(str, i, delim_chars)
|
||||
local s = str:sub(i, x - 1)
|
||||
local n = tonumber(s)
|
||||
if not n then
|
||||
decode_error(str, i, "invalid number '" .. s .. "'")
|
||||
end
|
||||
return n, x
|
||||
end
|
||||
|
||||
|
||||
local function parse_literal(str, i)
|
||||
local x = next_char(str, i, delim_chars)
|
||||
local word = str:sub(i, x - 1)
|
||||
if not literals[word] then
|
||||
decode_error(str, i, "invalid literal '" .. word .. "'")
|
||||
end
|
||||
return literal_map[word], x
|
||||
end
|
||||
|
||||
|
||||
local function parse_array(str, i)
|
||||
local res = {}
|
||||
local n = 1
|
||||
i = i + 1
|
||||
while 1 do
|
||||
local x
|
||||
i = next_char(str, i, space_chars, true)
|
||||
-- Empty / end of array?
|
||||
if str:sub(i, i) == "]" then
|
||||
i = i + 1
|
||||
break
|
||||
end
|
||||
-- Read token
|
||||
x, i = parse(str, i)
|
||||
res[n] = x
|
||||
n = n + 1
|
||||
-- Next token
|
||||
i = next_char(str, i, space_chars, true)
|
||||
local chr = str:sub(i, i)
|
||||
i = i + 1
|
||||
if chr == "]" then break end
|
||||
if chr ~= "," then decode_error(str, i, "expected ']' or ','") end
|
||||
end
|
||||
return res, i
|
||||
end
|
||||
|
||||
|
||||
local function parse_object(str, i)
|
||||
local res = {}
|
||||
i = i + 1
|
||||
while 1 do
|
||||
local key, val
|
||||
i = next_char(str, i, space_chars, true)
|
||||
-- Empty / end of object?
|
||||
if str:sub(i, i) == "}" then
|
||||
i = i + 1
|
||||
break
|
||||
end
|
||||
-- Read key
|
||||
if str:sub(i, i) ~= '"' then
|
||||
decode_error(str, i, "expected string for key")
|
||||
end
|
||||
key, i = parse(str, i)
|
||||
-- Read ':' delimiter
|
||||
i = next_char(str, i, space_chars, true)
|
||||
if str:sub(i, i) ~= ":" then
|
||||
decode_error(str, i, "expected ':' after key")
|
||||
end
|
||||
i = next_char(str, i + 1, space_chars, true)
|
||||
-- Read value
|
||||
val, i = parse(str, i)
|
||||
-- Set
|
||||
res[key] = val
|
||||
-- Next token
|
||||
i = next_char(str, i, space_chars, true)
|
||||
local chr = str:sub(i, i)
|
||||
i = i + 1
|
||||
if chr == "}" then break end
|
||||
if chr ~= "," then decode_error(str, i, "expected '}' or ','") end
|
||||
end
|
||||
return res, i
|
||||
end
|
||||
|
||||
|
||||
local char_func_map = {
|
||||
[ '"' ] = parse_string,
|
||||
[ "0" ] = parse_number,
|
||||
[ "1" ] = parse_number,
|
||||
[ "2" ] = parse_number,
|
||||
[ "3" ] = parse_number,
|
||||
[ "4" ] = parse_number,
|
||||
[ "5" ] = parse_number,
|
||||
[ "6" ] = parse_number,
|
||||
[ "7" ] = parse_number,
|
||||
[ "8" ] = parse_number,
|
||||
[ "9" ] = parse_number,
|
||||
[ "-" ] = parse_number,
|
||||
[ "t" ] = parse_literal,
|
||||
[ "f" ] = parse_literal,
|
||||
[ "n" ] = parse_literal,
|
||||
[ "[" ] = parse_array,
|
||||
[ "{" ] = parse_object,
|
||||
}
|
||||
|
||||
|
||||
parse = function(str, idx)
|
||||
local chr = str:sub(idx, idx)
|
||||
local f = char_func_map[chr]
|
||||
if f then
|
||||
return f(str, idx)
|
||||
end
|
||||
decode_error(str, idx, "unexpected character '" .. chr .. "'")
|
||||
end
|
||||
|
||||
|
||||
function json.decode(str)
|
||||
if type(str) ~= "string" then
|
||||
error("expected argument of type string, got " .. type(str))
|
||||
end
|
||||
local res, idx = parse(str, next_char(str, 1, space_chars, true))
|
||||
idx = next_char(str, idx, space_chars, true)
|
||||
if idx <= #str then
|
||||
decode_error(str, idx, "trailing garbage")
|
||||
end
|
||||
return res
|
||||
end
|
||||
|
||||
|
||||
return json
|
Loading…
Reference in New Issue