545 lines
16 KiB
Lua
545 lines
16 KiB
Lua
function LevelLoadTiles()
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LevelInfo = {}
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Tiles = dofile("Mothback/data/tiles.lua")
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--[[
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on level format:
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id = tile identifier
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depth = order in the render
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force = rendering other tile instead of the one in this position
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overlay = render another tile id
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overlay_depth = foreground/background overlay depth
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type = collision type
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]]
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LevelTiles = json.decode(getInput("Mothback/data/levels/"..currLevel..".json"))
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LevelInfo.Width = LevelGetWidth()
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LevelInfo.Height = LevelGetHeight()
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LevelIndexTiles()
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TileCreateObjects()
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end
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function LevelGetHeight()
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return #LevelTiles * tileProperties.height
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end
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function LevelGetWidth()
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local width = 0
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for i = 1, #LevelTiles do
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if width < #LevelTiles[i] then width = #LevelTiles[i] end
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end
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return width * tileProperties.width
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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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local width = tileProperties.tileset:getPixelWidth()/tileProperties.width
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local height = tileProperties.tileset:getPixelHeight()/tileProperties.height
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for i = 0, height do
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for j = 0, width do
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TileIndex[i*width+j+1] = love.graphics.newQuad(
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j*tileProperties.width,
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i*tileProperties.height,
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tileProperties.width,
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tileProperties.height,
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tileProperties.tileset:getDimensions()
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)
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end
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end
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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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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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for i = 0, height-1 do
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for j = 0, width-1 do
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local quad =
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love.graphics.newQuad(
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j*tileProperties.width,
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i*tileProperties.height,
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tileProperties.width,
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tileProperties.height,
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tileset:getDimensions()
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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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end
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end
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properties.image_count = image_count
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end
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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] ~= 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 LevelDisplayBackground()
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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] ~= 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 TileGetType(tile_id)
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for _, properties in ipairs(Tiles) do
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if properties.id == tile_id then
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return properties.type
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end
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end
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end
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function TileGetDepth(tile_id)
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for _, properties in ipairs(Tiles) do
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if properties.id == tile_id then
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return properties.depth
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end
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end
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end
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function TileGetLight(tile_id)
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for _, properties in ipairs(Tiles) do
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if properties.id == tile_id then
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return properties.light
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end
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end
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end
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function GridDisplay()
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for i = 1, #LevelTiles do
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for j = 1, #LevelTiles[i] do
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love.graphics.rectangle(
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"line",
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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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tileProperties.scale * tileProperties.width,
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tileProperties.scale * tileProperties.height
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)
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end
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end
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end
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function TileCreateObjects()
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objects.collisions = {}
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objects.platforms = {}
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objects.ladders = {}
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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] ~= 0 then
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local type = TileGetType(LevelTiles[i][j])
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local light = TileGetLight(LevelTiles[i][j])
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local base_x = tileProperties.scale * j * tileProperties.width + tileProperties.scale * (levelProperties.offset.x - tileProperties.height)
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local base_y = tileProperties.scale * i * tileProperties.height + tileProperties.scale * (levelProperties.offset.y - tileProperties.height)
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if light ~= 0 and light ~= nil then
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CreateLight(
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base_x + tileProperties.width/2 * tileProperties.scale,
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base_y + tileProperties.height/2 * tileProperties.scale,
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light
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)
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end
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if type == "whole" then
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local col = Collision:New(
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base_x,
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base_y,
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base_x + tileProperties.width * tileProperties.scale,
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base_y + tileProperties.height * tileProperties.scale
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)
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table.insert(objects.collisions,col)
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elseif type == "half_bottom" then
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local col = Collision:New(
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base_x,
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base_y + tileProperties.height/2 * tileProperties.scale,
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base_x + tileProperties.width * tileProperties.scale,
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base_y + tileProperties.height * tileProperties.scale
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)
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table.insert(objects.collisions,col)
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elseif type == "half_top" then
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local col = Collision:New(
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base_x,
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base_y ,
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base_x + tileProperties.width * tileProperties.scale,
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base_y + tileProperties.height/2 * tileProperties.scale
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)
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table.insert(objects.collisions,col)
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elseif type == "half_right" then
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local col = Collision:New(
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base_x + tileProperties.height/2 * tileProperties.scale,
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base_y,
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base_x + tileProperties.width * tileProperties.scale,
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base_y + tileProperties.height * tileProperties.scale
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)
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table.insert(objects.collisions,col)
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elseif type == "half_left" then
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local col = Collision:New(
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base_x,
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base_y,
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base_x + tileProperties.height/2 * tileProperties.scale,
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base_y + tileProperties.height * tileProperties.scale
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)
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table.insert(objects.collisions,col)
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elseif type == "platform" then
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local plat = Collision:New(
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base_x,
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base_y + tileProperties.scale * 2,
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base_x + tileProperties.width * tileProperties.scale,
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base_y + tileProperties.height/4 * tileProperties.scale + tileProperties.scale * 2
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)
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table.insert(objects.platforms,plat)
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elseif type == "ramp2_bot_left_whole" then
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for k = 1, 8 do
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-- do ramp owo
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local slope = Collision:New(
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base_x,
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base_y + k * tileProperties.scale - tileProperties.scale,
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base_x + k * 2 * tileProperties.scale,
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base_y + k * tileProperties.scale
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)
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table.insert(objects.collisions,slope)
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end
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-- fill lower half
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local col = Collision:New(
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base_x,
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base_y + tileProperties.height/2 * tileProperties.scale,
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base_x + tileProperties.width * tileProperties.scale,
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base_y + tileProperties.height * tileProperties.scale
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)
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table.insert(objects.collisions,col)
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elseif type == "ramp2_bot_left_half" then
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for k = 1, 8 do
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-- do ramp owo
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local slope = Collision:New(
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base_x,
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base_y + tileProperties.height/2 * tileProperties.scale + k * tileProperties.scale - tileProperties.scale,
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base_x + k * 2 * tileProperties.scale,
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base_y + tileProperties.height/2 * tileProperties.scale + k * tileProperties.scale
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)
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table.insert(objects.collisions,slope)
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end
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elseif type == "ramp2_top_left_whole" then
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for k = 1, 8 do
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-- do ramp owo
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local slope = Collision:New(
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base_x,
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base_y + tileProperties.height/2 * tileProperties.scale - tileProperties.scale + k * tileProperties.scale,
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base_x + tileProperties.width * tileProperties.scale - (k-1) * 2 * tileProperties.scale,
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base_y + tileProperties.height/2 * tileProperties.scale - tileProperties.scale + k * tileProperties.scale + tileProperties.scale
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)
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table.insert(objects.collisions,slope)
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end
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-- fill higher half
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local col = Collision:New(
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base_x,
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base_y,
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base_x + tileProperties.width * tileProperties.scale,
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base_y + tileProperties.height/2 * tileProperties.scale
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)
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table.insert(objects.collisions,col)
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elseif type == "ramp2_top_left_half" then
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for k = 1, 8 do
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-- do ramp owo
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local slope = Collision:New(
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base_x,
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base_y - tileProperties.scale + k * tileProperties.scale,
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base_x + tileProperties.width * tileProperties.scale - (k-1) * 2 * tileProperties.scale,
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base_y - tileProperties.scale + k * tileProperties.scale + tileProperties.scale
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)
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table.insert(objects.collisions,slope)
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end
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elseif type == "ramp2_bot_right_whole" then
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for k = 1, 8 do
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-- do ramp owo
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local slope = Collision:New(
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base_x + (k-8) * -2 * tileProperties.scale,
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base_y - tileProperties.scale + k * tileProperties.scale,
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base_x + tileProperties.width * tileProperties.scale,
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base_y - tileProperties.scale + k * tileProperties.scale + tileProperties.scale
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)
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table.insert(objects.collisions,slope)
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end
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-- fill lower half
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local col = Collision:New(
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base_x,
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base_y + tileProperties.height/2 * tileProperties.scale,
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base_x + tileProperties.width * tileProperties.scale,
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base_y + tileProperties.height * tileProperties.scale
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)
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table.insert(objects.collisions,col)
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elseif type == "ramp2_bot_right_half" then
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for k = 1, 8 do
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-- do ramp owo
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local slope = Collision:New(
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base_x + (k-8) * -2 * tileProperties.scale,
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base_y + tileProperties.height/2 * tileProperties.scale - tileProperties.scale + k * tileProperties.scale,
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base_x + tileProperties.width * tileProperties.scale,
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base_y + tileProperties.height/2 * tileProperties.scale - tileProperties.scale + k * tileProperties.scale + tileProperties.scale
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)
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table.insert(objects.collisions,slope)
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end
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elseif type == "ramp2_top_right_half" then
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for k = 1, 8 do
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-- do ramp owo
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local slope = Collision:New(
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base_x + (k-8) * -2 * tileProperties.scale,
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base_y + tileProperties.height/2 * tileProperties.scale - k * tileProperties.scale,
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base_x + tileProperties.width * tileProperties.scale,
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base_y + tileProperties.height/2 * tileProperties.scale - k * tileProperties.scale + tileProperties.scale
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)
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table.insert(objects.collisions,slope)
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end
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elseif type == "ramp2_top_right_whole" then
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for k = 1, 8 do
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-- do ramp owo
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local slope = Collision:New(
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base_x + (k-8) * -2 * tileProperties.scale,
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base_y + tileProperties.height/2 * tileProperties.scale + tileProperties.height/2 * tileProperties.scale - k * tileProperties.scale,
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base_x + tileProperties.width * tileProperties.scale,
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base_y + tileProperties.height/2 * tileProperties.scale + tileProperties.height/2 * tileProperties.scale - k * tileProperties.scale + tileProperties.scale
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)
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table.insert(objects.collisions,slope)
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end
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-- fill higher half
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local col = Collision:New(
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base_x,
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base_y,
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base_x + tileProperties.width * tileProperties.scale,
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base_y + tileProperties.height/2 * tileProperties.scale
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)
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table.insert(objects.collisions,col)
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elseif type == "ramp1_bot_left" then
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for k = 1, 16 do
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-- do ramp owo
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local slope = Collision:New(
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base_x,
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base_y + k * tileProperties.scale - tileProperties.scale,
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base_x + k * tileProperties.scale,
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base_y + k * tileProperties.scale
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)
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table.insert(objects.collisions,slope)
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end
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elseif type == "ladder_right" then
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local ladder = Collision:New(
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base_x + (tileProperties.width-4)* tileProperties.scale,
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base_y,
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base_x + tileProperties.width * tileProperties.scale,
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base_y + tileProperties.height * tileProperties.scale
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)
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table.insert(objects.ladders,ladder)
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elseif type == "ladder_platform_right" then
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local ladder = Collision:New(
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base_x + (tileProperties.width-4)* tileProperties.scale,
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base_y + tileProperties.scale * 2,
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base_x + tileProperties.width * tileProperties.scale,
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base_y + tileProperties.height * tileProperties.scale
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)
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table.insert(objects.ladders,ladder)
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local plat = Collision:New(
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base_x,
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base_y + tileProperties.scale * 2,
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base_x + tileProperties.width * tileProperties.scale,
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base_y + tileProperties.height/4 * tileProperties.scale + tileProperties.scale * 2
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)
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table.insert(objects.platforms,plat)
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elseif type == "ladder_left" then
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local ladder = Collision:New(
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base_x,
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base_y,
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base_x + tileProperties.scale * 4,
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base_y + tileProperties.height * tileProperties.scale
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)
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table.insert(objects.ladders,ladder)
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elseif type == "ladder_platform_left" then
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local ladder = Collision:New(
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base_x,
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base_y + tileProperties.scale * 2,
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base_x + tileProperties.scale * 4,
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base_y + tileProperties.height * tileProperties.scale
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)
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table.insert(objects.ladders,ladder)
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local plat = Collision:New(
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base_x,
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base_y + tileProperties.scale * 2,
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base_x + tileProperties.width * tileProperties.scale,
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base_y + tileProperties.height/4 * tileProperties.scale + tileProperties.scale * 2
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)
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table.insert(objects.platforms,plat)
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end
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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 AnimateTiles()
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for _, properties in pairs(Tiles) do
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if properties.animation ~= nil then
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-- calculate subimage
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properties.current_subimage = properties.current_subimage + current_dt
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-- cycle image
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if properties.current_subimage >= properties.delay then
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properties.current_subimage = properties.current_subimage - properties.delay
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properties.current_image = properties.current_image + 1
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end
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if properties.current_image > properties.image_count then
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properties.current_image = properties.current_image - properties.image_count
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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 DrawTile(tile_id,x,y,depth)
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for _, properties in pairs(Tiles) do
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if tile_id == properties.id then
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if properties.animation ~= nil then
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if properties.imgs[properties.current_image] ~= nil
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and properties.depth == depth
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then love.graphics.draw(
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properties.tileset,
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properties.imgs[properties.current_image],
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x,
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y,
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0,
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tileProperties.scale,
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tileProperties.scale
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) end
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elseif properties.depth == depth then
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if properties.force ~= nil then
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love.graphics.draw(
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tileProperties.tileset,
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TileIndex[properties.force],
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x,
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y,
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0,
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tileProperties.scale,
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tileProperties.scale
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)
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else
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love.graphics.draw(
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tileProperties.tileset,
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TileIndex[properties.id],
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x,
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y,
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0,
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tileProperties.scale,
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tileProperties.scale
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)
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end
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end
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if properties.overlay ~= nil then
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if properties.overlay_depth == depth or properties.overlay_depth == nil and properties.depth == depth then
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if properties.overlay_animated then
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for _, overlay_properties in pairs(Tiles) do
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if overlay_properties.id == properties.overlay then
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love.graphics.draw(
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overlay_properties.tileset,
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overlay_properties.imgs[overlay_properties.current_image],
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x,
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y,
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0,
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tileProperties.scale,
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tileProperties.scale
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)
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end
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end
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else
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love.graphics.draw(
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tileProperties.tileset,
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TileIndex[properties.overlay],
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x,
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y,
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0,
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tileProperties.scale,
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tileProperties.scale
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)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|