547 lines
16 KiB
Lua
547 lines
16 KiB
Lua
function LevelLoadTiles()
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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 or, if multiple tiles {id, id, id,} or
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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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-- Level data
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LevelData = dofile("Mothback/data/levels/"..currLevel..".lua")
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-- tiles data
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TileData = dofile("Mothback/data/tileset/library.lua")
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LevelTiles = LevelData.tiles
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LevelData.Width = LevelGetWidth()
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LevelData.Height = LevelGetHeight()
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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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-- index from tileset
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local width = LevelData.tileset:getPixelWidth()/tileProperties.width
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local height = LevelData.tileset:getPixelHeight()/tileProperties.height
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for i = 0, height do
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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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LevelData.tileset:getDimensions()
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)
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end
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end
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-- initialize tile data
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for _, Properties in pairs(TileData) do
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if Properties.animation ~= nil then
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Properties.tileset = love.graphics.newImage("assets/terrain/"..Properties.animation..".png")
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Properties.imgs = {}
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Properties.current_image = 1
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Properties.current_subimage = 1
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local tileset = Properties.tileset
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local 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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-- instance level tiles according to the Properties
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for i = 1, #LevelTiles do
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for j = 1, #LevelTiles[i] do
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local id = LevelTiles[i][j]
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LevelTiles[i][j] = {}
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local tile = LevelTiles[i][j]
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tile.id = id
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for _, Properties in pairs(TileData) do
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if Properties.id == tile.id then
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if type(Properties.overlay) == "table" then
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tile.display_overlay = Properties.overlay[math.random(#Properties.overlay)]
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else
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tile.display_overlay = Properties.overlay
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end
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if type(Properties.force) == "table" then
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tile.display = Properties.force[math.random(#Properties.force)]
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else
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tile.display = Properties.force
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end
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end
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end
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end
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end
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end
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function TileGetType(tile)
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for _, Properties in pairs(TileData) 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)
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for _, Properties in pairs(TileData) 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)
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for _, Properties in pairs(TileData) 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 + (levelProperties.offset.x - tileProperties.width)) - Camera.pos.x,
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tileProperties.scale * (i * tileProperties.height + (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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LoadedObjects.Collisions = {}
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LoadedObjects.Platforms = {}
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LoadedObjects.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].id ~= 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(LoadedObjects.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(LoadedObjects.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(LoadedObjects.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(LoadedObjects.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(LoadedObjects.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(LoadedObjects.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(LoadedObjects.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(LoadedObjects.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(LoadedObjects.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(LoadedObjects.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(LoadedObjects.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(LoadedObjects.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(LoadedObjects.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(LoadedObjects.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(LoadedObjects.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(LoadedObjects.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(LoadedObjects.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(LoadedObjects.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(LoadedObjects.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(LoadedObjects.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(LoadedObjects.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(LoadedObjects.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(LoadedObjects.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(LoadedObjects.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(LoadedObjects.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(TileData) 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,x,y,depth)
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for _, Properties in pairs(TileData) 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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if Properties.force ~= 0 then
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love.graphics.draw(
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LevelData.tileset,
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TileIndex[tile.display],
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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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else
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love.graphics.draw(
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LevelData.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(TileData) 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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LevelData.tileset,
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TileIndex[tile.display_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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)
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end
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end
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end
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--[[
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love.graphics.setColor(0,0,1)
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love.graphics.print(tostring(tile.display),x+16,y)
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love.graphics.setColor(1,1,1)
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]]
|
|
end
|
|
end
|
|
end
|