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7 commits

Author SHA1 Message Date
Kazhnuz
f3d175266b wip: basic fix for plateform
The real fix will be done when exemples will be reworked from scratch
2022-08-12 10:36:24 +02:00
Kazhnuz
f9b936a726 fix(world): fix hitbox type 2022-08-10 19:19:22 +02:00
Kazhnuz
3cb6c61cac fix(plateform): us right function for hitboxes 2022-08-10 19:18:04 +02:00
Kazhnuz
eec43a522e fix(tiled): use the sti in the wrapper 2022-08-10 19:17:40 +02:00
Kazhnuz
f892b1ce4e fix: add gamesystem as a top-level element 2022-08-10 19:17:24 +02:00
Kazhnuz
de08fbd56b fix(textmenu): better scene loading 2022-08-10 19:16:22 +02:00
Kazhnuz
4722b734ed fix: do not load datapack if there isn't any 2022-08-10 19:15:38 +02:00
8 changed files with 122 additions and 18 deletions

View file

@ -36,9 +36,11 @@ end
function DataManager:loadDatas()
self.datapacks = {}
for key, datas in pairs(index.datapacks) do
self.core.debug:debug("datamanager", "loading data for " .. key)
self.datapacks[key] = DataPack(datas[1], datas[2], datas[3], datas[4], datas[5])
if (index.datapack ~= nil) then
for key, datas in pairs(index.datapacks) do
self.core.debug:debug("datamanager", "loading data for " .. key)
self.datapacks[key] = DataPack(datas[1], datas[2], datas[3], datas[4], datas[5])
end
end
end

102
birb/gamesystem/init.lua Normal file
View file

@ -0,0 +1,102 @@
-- GameSystem :: The main GameSystem subsystem. Basically a big object that handle all the
-- GameSystem-related data like characters, monsters, etc. While the core aim to be
-- reusable at will, the GameSystem is specifically made for the current GameSystem.
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local Serializer = require "birb.classes.serializable.serializer"
local GameSystem = Serializer:extend()
local VAR_TO_SERIALIZE = {
"gametime",
"destroyedGizmo",
"variables",
"flags"
}
function GameSystem:new()
self.slot = -1
self.slotNumber = 3
self.version = core.conf.gameversion or "N/A"
self:reset()
GameSystem.super.new(self, VAR_TO_SERIALIZE)
end
function GameSystem:reset()
self.gametime = 0
self.flags = {}
self.destroyedGizmo = {}
self.variables = {}
self.mapName = ""
end
function GameSystem:reload()
self:read(self.slot)
end
function GameSystem:read(save_id)
self.slot = save_id
if (self.slot > 0) then
self:deserialize(self:getSaveName())
end
end
function GameSystem:deleteCurrentSave()
if (self.slot > 0) then
self:delete(self:getSaveName())
self.metadata:remove(self.slot)
end
end
function GameSystem:write()
if (self.slot > 0) then
self:serialize(self:getSaveName())
end
end
function GameSystem:getSaveName(saveslot)
local saveslot = saveslot or self.slot
return "save" .. saveslot .. ".save"
end
function GameSystem:resetSaves()
for i=1, self.slotNumber do
self:delete(self:getSaveName(i))
end
end
function GameSystem:update(dt)
self.gametime = self.gametime + dt
end
function GameSystem:getTime()
return utils.time.getFields(self.gametime)
end
function GameSystem:getTimeString()
return utils.time.toString(self.gametime)
end
function GameSystem:printTime()
core.debug:print(self:getTimeString())
end
return GameSystem

View file

@ -66,7 +66,7 @@ function TextMenu:generateSubmenu(pageName, label, parent, list, func, backWidge
end
function TextMenu:setFont(fontName)
local scene = core.scenemanager.currentScene
local scene = core.scenemanager.nextScene or core.scenemanager.currentScene
self.font = scene.assets:getFont(fontName)
end

View file

@ -185,7 +185,7 @@ function PhysicalActor:addHitboxFromFrameData(framedata, animationID, frameID, h
if (hitbox.type == "main") then
self.mainHitbox:setFromData(hitbox.box, sx, sy)
else
local hitboxName = anim .. frame .. type .. id
local hitboxName = anim .. frame .. hitbox.type .. id
self:addHitbox(hitboxName, hitbox.type, hitbox.box, sx, sy, hitbox.isSolid)
return hitboxName
end

View file

@ -5,8 +5,8 @@ local TiledMixins = Object:extend()
function TiledMixins:batchActor(objectlayer, object, layerx, layery)
local name = objectlayer.name
local gwidth = object.properties.gwidth or self.sti.tilewidth
local gheight = object.properties.gheight or self.sti.tileheight
local gwidth = object.properties.gwidth or self.wrapper.sti.tilewidth
local gheight = object.properties.gheight or self.wrapper.sti.tileheight
local x = object.x + layerx
local y = object.y + layery
local z = object.properties.z or 0

View file

@ -1,4 +1,4 @@
local GameSystem = require "birb.modules.gamesystem"
local GameSystem = require "birb.gamesystem"
local Game = GameSystem:extend()
function Game:new()

View file

@ -40,7 +40,7 @@ function Player:updateStart(dt)
end
if (self.isPunching) then
self:checkHitboxesCollisions()
self:applyHitboxesCollisions()
end
if self.keys["start"].isPressed then
@ -87,7 +87,7 @@ function Player:setDirection(direction)
if direction ~= 0 then
direction = utils.math.sign(direction)
self.direction = direction
self.sprite:setScalling(direction, nil)
self.sprite:setScallingX(direction)
end
end

View file

@ -36,24 +36,24 @@ function Plateformer:new()
World(self, folder .. ".actors", "datas/maps/plateformer/platformer.lua")
Pause(self)
self.menusystem:deactivate()
self.menusystem:lockWorldWhenActive(true)
self.menusystem:lockAssetsWhenActive(true)
--Pause(self)
--self.menusystem:deactivate()
--self.menusystem:lockWorldWhenActive(true)
--self.menusystem:lockAssetsWhenActive(true)
self.world:loadMap()
end
function Plateformer:restart()
self.menusystem:deactivate()
--self.menusystem:deactivate()
collectgarbage()
self.world:reset()
end
function Plateformer:update(dt)
if (self.menusystem.isActive == true) and self.sources[1].keys["start"].isPressed then
self.menusystem:deactivate()
end
--if (self.menusystem.isActive == true) and self.sources[1].keys["start"].isPressed then
--self.menusystem:deactivate()
--end
end
function Plateformer:draw()