Mothback/code/level.lua

773 lines
21 KiB
Lua

function LevelLoadTiles()
math.randomseed(3)
LevelData = dofile("data/levels/"..currLevel)
--[[
on level format:
id = tile identifier
depth = order in the render
force = rendering other tile instead of the one in this position
overlay = render another tile id or, if multiple tiles {id, id, id,}, choose at random
overlay_depth = foreground/background overlay depth
type = collision type
]]
LevelGetTileData()
LevelTiles = LevelData.tiles
LevelUpdateDimensions()
LevelIndexTiles()
TileCreateObjects()
end
function LevelExpandCanvas(horizontal,vertical)
local horizontal = horizontal or 0
local vertical = vertical or 0
local h = LevelGetTileWidth()
local v = LevelGetTileHeight()
-- get new canvas size
local newCanvasH = h + math.abs(horizontal)
local newCanvasV = v + math.abs(vertical)
-- lets make a new temporal canvas
local ExpandedLevel = {}
for i = 1, newCanvasV do
ExpandedLevel[i] = {}
for j = 1, newCanvasH do
ExpandedLevel[i][j] = InstanceTile(0)
end
end
-- lets guess how the new canvas and positions are offset
local expand_h = 0
if horizontal < 0 then
expand_h = -horizontal
end
local expand_v = 0
if vertical < 0 then
expand_v = -vertical
end
-- get data from old canvas to new canvas
for i = 1, #LevelTiles do
for j = 1, #LevelTiles[i] do
ExpandedLevel[i+expand_v][j+expand_h] = InstanceTile(LevelTiles[i][j].id)
end
end
-- use new canvas
LevelTiles = ExpandedLevel
end
function LevelReduceCanvas(horizontal,vertical)
local horizontal = horizontal or 0
local vertical = vertical or 0
local h = LevelGetTileWidth()
local v = LevelGetTileHeight()
-- get new canvas size
local newCanvasH = h - math.abs(horizontal)
local newCanvasV = v - math.abs(vertical)
-- lets make a new temporal canvas
local ExpandedLevel = {}
for i = 1, newCanvasV do
ExpandedLevel[i] = {}
for j = 1, newCanvasH do
ExpandedLevel[i][j] = InstanceTile(0)
end
end
-- lets guess how the new canvas and positions are offset
local expand_h = 0
if horizontal < 0 then
expand_h = -horizontal
end
local expand_v = 0
if vertical < 0 then
expand_v = -vertical
end
-- get data from old canvas to new canvas
for i = 1, #ExpandedLevel do
for j = 1, #ExpandedLevel[i] do
ExpandedLevel[i][j] = InstanceTile(LevelTiles[i+expand_v][j+expand_h].id)
end
end
-- use new canvas
LevelTiles = ExpandedLevel
LevelExpandCanvas()
end
function LevelGetTileData()
for k, v in pairs(tileset) do
if v == LevelData.tileset then
TileData = dofile("data/tileset/"..k..".lua")
end
end
end
function LevelReloadTiles()
LevelUpdateDimensions()
end
function LevelUpdateDimensions()
LevelData.Width = LevelGetWidth()
LevelData.Height = LevelGetHeight()
end
function LevelGetTileHeight()
return #LevelTiles
end
function LevelGetTileWidth()
local width = 0
for i = 1, #LevelTiles do
if width < #LevelTiles[i] then width = #LevelTiles[i] end
end
return width
end
function LevelGetHeight()
return LevelGetTileHeight() * tileProperties.height
end
function LevelGetWidth()
return LevelGetTileWidth() * tileProperties.width
end
function LevelIndexTiles()
TileIndex = {}
-- index from tileset
local width = LevelData.tileset:getPixelWidth()/tileProperties.width
local height = LevelData.tileset:getPixelHeight()/tileProperties.height
for i = 0, height do
for j = 0, width do
TileIndex[i*width+j+1] = love.graphics.newQuad(
j*tileProperties.width,
i*tileProperties.height,
tileProperties.width,
tileProperties.height,
LevelData.tileset:getDimensions()
)
end
end
TileDataInitialize()
-- instance level tiles according to the Properties
for i = 1, #LevelTiles do
for j = 1, #LevelTiles[i] do
SetTile(i,j,LevelTiles[i][j])
end
end
end
function TileDataInitialize()
for _, Properties in pairs(TileData) do
if Properties.animation ~= nil then
Properties.tileset = love.graphics.newImage("assets/terrain/"..Properties.animation..".png")
Properties.imgs = {}
Properties.current_image = 1
Properties.current_subimage = 1
local tileset = Properties.tileset
local width = tileset:getPixelWidth()/tileProperties.width
local height = tileset:getPixelHeight()/tileProperties.height
local image_count = 0
for i = 0, height-1 do
for j = 0, width-1 do
local quad =
love.graphics.newQuad(
j*tileProperties.width,
i*tileProperties.height,
tileProperties.width,
tileProperties.height,
tileset:getDimensions()
)
image_count = image_count + 1
table.insert(Properties.imgs,quad)
end
end
Properties.image_count = image_count
end
end
end
function InstanceTile(id)
local tile = {}
tile.id = id
local Properties = TileData[tile.id]
if Properties ~= nil then
if type(Properties.overlay) == "table" then
tile.display_overlay = Properties.overlay[math.random(#Properties.overlay)]
else
tile.display_overlay = Properties.overlay
end
if type(Properties.force) == "table" then
tile.display = Properties.force[math.random(#Properties.force)]
else
tile.display = Properties.force
end
end
return tile
end
function SetTile(i,j,id)
LevelTiles[i][j] = InstanceTile(id)
end
function GridDisplay()
for i = 1, #LevelTiles do
for j = 1, #LevelTiles[i] do
love.graphics.rectangle(
"line",
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
)
end
end
end
function TileOptimizeObjects()
logPrint("Optimizing Objects...")
local unoptimized = 0
local isTileOptimized = {}
for i = 1, #LevelTiles do
isTileOptimized[i] = {}
for j= 1, #LevelTiles[i] do
isTileOptimized[i][j] = false
end
end
for i = 1, #LevelTiles do
for j = 1, #LevelTiles[i] do
if LevelTiles[i][j].id ~= 0 then
local type = TileData[LevelTiles[i][j].id].type
if type == "whole" and not isTileOptimized[i][j] then
isTileOptimized[i][j] = true
local n = 1
local check = true
while check do
check = false
if LevelTiles[i][j+n] ~= nil
and TileData[LevelTiles[i][j+n].id] ~= nil
then
local type_check = TileData[LevelTiles[i][j+n].id].type
if type_check == "whole"
and not isTileOptimized[i][j+n]
then
check = true
isTileOptimized[i][j+n] = true
n = n + 1
end
end
end
local m = 1
local check = true
while check do
check = false
local checkline = true
-- for as long as line, check
for l = 0, n-1 do
checkline = false
if LevelTiles[i+m] ~= nil
and LevelTiles[i+m][j+l] ~= nil
and TileData[LevelTiles[i+m][j+l].id] ~= nil
then
local type_check = TileData[LevelTiles[i+m][j+l].id].type
if type_check == "whole"
and not isTileOptimized[i+m][j+l]
then
checkline = true
else
break
end
else
break
end
end
if checkline then
check = true
for l = 0, n-1 do
isTileOptimized[i+m][j+l] = true
end
m = m + 1
else
break
end
end
logPrint("- Group size: "..m.."x"..n)
unoptimized = unoptimized + m * n
local base_x = tileProperties.scale * j * tileProperties.width + tileProperties.scale * (levelProperties.offset.x - tileProperties.height)
local base_y = tileProperties.scale * i * tileProperties.height + tileProperties.scale * (levelProperties.offset.y - tileProperties.height)
local col = Collision:New(
base_x,
base_y,
base_x + tileProperties.width * tileProperties.scale * n,
base_y + tileProperties.height * tileProperties.scale * m
)
table.insert(LoadedObjects.Collisions,col)
end
end
end
end
logPrint("collisions optimized from " .. unoptimized .. " to " .. #LoadedObjects.Collisions)
end
function TileCreateObjects()
LoadedObjects.Collisions = {}
LoadedObjects.Platforms = {}
LoadedObjects.Ladders = {}
LoadedObjects.Hazards = {}
TileOptimizeObjects()
for i = 1, #LevelTiles do
for j = 1, #LevelTiles[i] do
if LevelTiles[i][j].id ~= 0 then
local type = TileData[LevelTiles[i][j].id].type
local light = TileData[LevelTiles[i][j].id].light
local base_x = tileProperties.scale * j * tileProperties.width + tileProperties.scale * (levelProperties.offset.x - tileProperties.height)
local base_y = tileProperties.scale * i * tileProperties.height + tileProperties.scale * (levelProperties.offset.y - tileProperties.height)
if light ~= 0 and light ~= nil then
CreateLight(
base_x + tileProperties.width/2 * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale,
light
)
end
-- wholes are handled in optimization now
--[[if type == "whole" then
local col = Collision:New(
base_x,
base_y,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height * tileProperties.scale
)
table.insert(LoadedObjects.Collisions,col)
else]]if type == "half_bottom" then
local col = Collision:New(
base_x,
base_y + tileProperties.height/2 * tileProperties.scale,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height * tileProperties.scale
)
table.insert(LoadedObjects.Collisions,col)
elseif type == "half_top" then
local col = Collision:New(
base_x,
base_y ,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale
)
table.insert(LoadedObjects.Collisions,col)
elseif type == "half_right" then
local col = Collision:New(
base_x + tileProperties.height/2 * tileProperties.scale,
base_y,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height * tileProperties.scale
)
table.insert(LoadedObjects.Collisions,col)
elseif type == "half_left" then
local col = Collision:New(
base_x,
base_y,
base_x + tileProperties.height/2 * tileProperties.scale,
base_y + tileProperties.height * tileProperties.scale
)
table.insert(LoadedObjects.Collisions,col)
elseif type == "platform" then
local plat = Collision:New(
base_x,
base_y + tileProperties.scale * 2,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height/4 * tileProperties.scale + tileProperties.scale * 2
)
table.insert(LoadedObjects.Platforms,plat)
elseif type == "ramp2_bot_left_whole" then
for k = 1, 8 do
-- do ramp owo
local slope = Collision:New(
base_x,
base_y + k * tileProperties.scale - tileProperties.scale,
base_x + k * 2 * tileProperties.scale,
base_y + k * tileProperties.scale
)
table.insert(LoadedObjects.Collisions,slope)
end
-- fill lower half
local col = Collision:New(
base_x,
base_y + tileProperties.height/2 * tileProperties.scale,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height * tileProperties.scale
)
table.insert(LoadedObjects.Collisions,col)
elseif type == "ramp2_bot_left_half" then
for k = 1, 8 do
-- do ramp owo
local slope = Collision:New(
base_x,
base_y + tileProperties.height/2 * tileProperties.scale + k * tileProperties.scale - tileProperties.scale,
base_x + k * 2 * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale + k * tileProperties.scale
)
table.insert(LoadedObjects.Collisions,slope)
end
elseif type == "ramp2_top_left_whole" then
for k = 1, 8 do
-- do ramp owo
local slope = Collision:New(
base_x,
base_y + tileProperties.height/2 * tileProperties.scale - tileProperties.scale + k * tileProperties.scale,
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(LoadedObjects.Collisions,slope)
end
-- fill higher half
local col = Collision:New(
base_x,
base_y,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale
)
table.insert(LoadedObjects.Collisions,col)
elseif type == "ramp2_top_left_half" then
for k = 1, 8 do
-- do ramp owo
local slope = Collision:New(
base_x,
base_y - tileProperties.scale + k * tileProperties.scale,
base_x + tileProperties.width * tileProperties.scale - (k-1) * 2 * tileProperties.scale,
base_y - tileProperties.scale + k * tileProperties.scale + tileProperties.scale
)
table.insert(LoadedObjects.Collisions,slope)
end
elseif type == "ramp2_bot_right_whole" then
for k = 1, 8 do
-- do ramp owo
local slope = Collision:New(
base_x + (k-8) * -2 * tileProperties.scale,
base_y - tileProperties.scale + k * tileProperties.scale,
base_x + tileProperties.width * tileProperties.scale,
base_y - tileProperties.scale + k * tileProperties.scale + tileProperties.scale
)
table.insert(LoadedObjects.Collisions,slope)
end
-- fill lower half
local col = Collision:New(
base_x,
base_y + tileProperties.height/2 * tileProperties.scale,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height * tileProperties.scale
)
table.insert(LoadedObjects.Collisions,col)
elseif type == "ramp2_bot_right_half" then
for k = 1, 8 do
-- do ramp owo
local slope = Collision:New(
base_x + (k-8) * -2 * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale - tileProperties.scale + k * tileProperties.scale,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale - tileProperties.scale + k * tileProperties.scale + tileProperties.scale
)
table.insert(LoadedObjects.Collisions,slope)
end
elseif type == "ramp2_top_right_half" then
for k = 1, 8 do
-- do ramp owo
local slope = Collision:New(
base_x + (k-8) * -2 * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale - k * tileProperties.scale,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale - k * tileProperties.scale + tileProperties.scale
)
table.insert(LoadedObjects.Collisions,slope)
end
elseif type == "ramp2_top_right_whole" then
for k = 1, 8 do
-- do ramp owo
local slope = Collision:New(
base_x + (k-8) * -2 * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale + tileProperties.height/2 * tileProperties.scale - k * tileProperties.scale,
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(LoadedObjects.Collisions,slope)
end
-- fill higher half
local col = Collision:New(
base_x,
base_y,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height/2 * tileProperties.scale
)
table.insert(LoadedObjects.Collisions,col)
elseif type == "ramp1_bot_left" then
for k = 1, 16 do
-- do ramp owo
local slope = Collision:New(
base_x,
base_y + k * tileProperties.scale - tileProperties.scale,
base_x + k * tileProperties.scale,
base_y + k * tileProperties.scale
)
table.insert(LoadedObjects.Collisions,slope)
end
elseif type == "ladder_right" then
local ladder = Collision:New(
base_x + (tileProperties.width-4)* tileProperties.scale,
base_y,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height * tileProperties.scale
)
table.insert(LoadedObjects.Ladders,ladder)
elseif type == "ladder_platform_right" then
local ladder = Collision:New(
base_x + (tileProperties.width-4)* tileProperties.scale,
base_y + tileProperties.scale * 2,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height * tileProperties.scale
)
table.insert(LoadedObjects.Ladders,ladder)
local plat = Collision:New(
base_x,
base_y + tileProperties.scale * 2,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height/4 * tileProperties.scale + tileProperties.scale * 2
)
table.insert(LoadedObjects.Platforms,plat)
elseif type == "ladder_left" then
local ladder = Collision:New(
base_x,
base_y,
base_x + tileProperties.scale * 4,
base_y + tileProperties.height * tileProperties.scale
)
table.insert(LoadedObjects.Ladders,ladder)
elseif type == "ladder_platform_left" then
local ladder = Collision:New(
base_x,
base_y + tileProperties.scale * 2,
base_x + tileProperties.scale * 4,
base_y + tileProperties.height * tileProperties.scale
)
table.insert(LoadedObjects.Ladders,ladder)
local plat = Collision:New(
base_x,
base_y + tileProperties.scale * 2,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height/4 * tileProperties.scale + tileProperties.scale * 2
)
table.insert(LoadedObjects.Platforms,plat)
elseif type == "bottom_hazard" then
local hazard = Collision:New(
base_x,
base_y + tileProperties.height * 12/16 * tileProperties.scale,
base_x + tileProperties.width * tileProperties.scale,
base_y + tileProperties.height * tileProperties.scale
)
table.insert(LoadedObjects.Hazards,hazard)
end
end
end
end
--CreateCollisionTable()
end
function AnimateTiles()
for _, Properties in pairs(TileData) do
if Properties ~= nil then
if Properties.animation ~= nil then
-- calculate subimage
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
end
if Properties.current_image > Properties.image_count then
Properties.current_image = Properties.current_image - Properties.image_count
end
end
end
end
end
function CreateCollisionTable()
-- init table
CollisionTable = {}
for j=0, 16*LevelGetTileHeight()-1 do
CollisionTable[j] = {}
for i=0, 16*LevelGetTileWidth()-1 do
CollisionTable[j][i] = false
end
end
for _, collision in pairs(LoadedObjects.Collisions) do
for ci=0, math.floor(collision.width)-1 do
for cj=0, math.floor(collision.height)-1 do
print(ci..","..cj)
CollisionTable[collision.from.y+cj][collision.from.x+ci] = true
end
end
end
end
function DrawColisionTable()
for j=1, #CollisionTable do
for i=1, #CollisionTable[j] do
if CollisionTable[j][i] then
love.graphics.setColor(0,1,0,1)
else
love.graphics.setColor(1,0,0,1)
end
love.graphics.points(i,j)
end
end
end
function DrawTile(tile,x,y,depth)
local Properties = TileData[tile.id]
if Properties ~= nil then
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],
x,
y,
0,
tileProperties.scale,
tileProperties.scale
)
end
elseif Properties.depth == depth then
if Properties.force ~= nil then
if Properties.force ~= 0 then
love.graphics.draw(
LevelData.tileset,
TileIndex[tile.display],
x,
y,
0,
tileProperties.scale,
tileProperties.scale
)
end
else
love.graphics.draw(
LevelData.tileset,
TileIndex[tile.id],
x,
y,
0,
tileProperties.scale,
tileProperties.scale
)
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
local overlay_properties = TileData[Properties.overlay]
love.graphics.draw(
overlay_properties.tileset,
overlay_properties.imgs[overlay_properties.current_image],
x,
y,
0,
tileProperties.scale,
tileProperties.scale
)
else
love.graphics.draw(
LevelData.tileset,
TileIndex[tile.display_overlay],
x,
y,
0,
tileProperties.scale,
tileProperties.scale
)
end
end
end
--[[
love.graphics.setColor(0,0,1)
love.graphics.print(tostring(tile.display),x+16,y)
love.graphics.setColor(1,1,1)
]]
end
end