epervier-framework/framework/scenes/world/init.lua

313 lines
8.6 KiB
Lua

-- scenes/world :: a world scene, able to handle actors that'll act like
-- in a videogame world, using a bump2D/3D engine.
-- Actors are technically all 3D, but can work as simple 2D objects
--[[
Copyright © 2024 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 Scene = require "framework.scenes.minimal"
local World = Scene:extend()
local Bump = require("framework.libs.bump")
local Bump3D = require("framework.libs.bump-3dpd")
local Sti = require("framework.scenes.world.maps.tiled")
local Camera = require("framework.scenes.world.camera.minimal")
local Vector3D = require "framework.libs.brinevector3D"
local function _tryFunction(toUpdate, dt, func)
if (toUpdate ~= nil) then
func(dt)
end
end
function World:new(datas)
assert(self.def ~= nil, "Definition not found, world should be created with the function world()")
self:_initActorList(self.def.actorPath)
local map = self.def.defaultMap
if (datas ~= nil) then
map = datas.map or self.def.defaultMap
end
self:_initMap(map)
self.actors = {}
self.bodies = Bump3D.newWorld(50)
self.shapes = Bump.newWorld(50)
self.camera = Camera(self, self.def.camera)
World.super.new(self)
self:_load()
end
function World:onLoad()
end
function World:update(dt)
_tryFunction(self.map, dt, function(dt) self.map:update(dt) end)
_tryFunction(self.player, dt, function(dt) self.player:updateActor(dt) end)
_tryFunction(self.camera, dt, function(dt) self.camera:update(dt) end)
for _, actor in ipairs(self.actors) do
-- TODO: use camera to handle which actor are updated or updatable
actor:updateActor(dt)
end
end
function World:draw()
self.camera:attachView()
self:drawLowerLayers()
self:drawShapes()
self:drawUpperLayers()
self.camera:detachView()
if (self.player ~= nil) then
self.player:drawHUD()
end
end
function World:drawUpperLayers()
if (self.map ~= nil) then
self.map:drawUpperLayers()
end
end
function World:drawLowerLayers()
if (self.map ~= nil) then
self.map:drawLowerLayers()
end
end
function World:addPlayer(x, y, z)
self:addActor("player", { x = x, y = y, z = z })
end
-- Callbacks
-- Pass some callbacks to the player
-- Map handling
-- TODO
function World:_initMap(map)
if (map ~= nil) then
print("Map " .. map .. " will be loaded")
self.map = Sti(self, map)
end
end
function World:_load()
if (self.map ~= nil) then
print("loading objects...")
self.map:loadObjects()
end
self:onLoad()
end
function World:getBox()
local x, y, w, h
if (self.map ~= nil) then
x, y, w, h = self.map:getBox()
else
x, y = 0, 0
w, h = core.screen:getDimensions()
end
return {x = x, y = y, z = 0}, {w = w, h = h, d = 1}
end
-- ActorList Handling
-- Handle which actor can be loaded
function World:_initActorList(actorPath)
assert(actorPath ~= nil, "The actorPath variable must be set and contain the path where the actor can be loaded")
self.actorPath = actorPath
self.index = {}
self.obj = {}
self:_indexActors()
self:_prepareActorObject("gfx")
end
function World:_prepareActorObject(name)
local Actor = require("framework.scenes.world.actors." .. name)
self.obj[name] = Actor
end
function World:_getActorObject(name)
if (self.obj[name] ~= nil) then
return self.obj[name]
else
local Actor = require(self.actorPath .. "." .. name)
self.obj[name] = Actor
return Actor
end
end
function World:_indexActors(pathToCheck, parent)
if (pathToCheck == nil) then
pathToCheck = string.gsub(self.actorPath, "%.", "/") .. "/"
end
if (parent == nil) then
parent = ""
end
self:_scanFolder(pathToCheck, parent)
end
function World:_scanFolder(path, parent)
local files = love.filesystem.getDirectoryItems(path)
for i, file in ipairs(files) do
local filepath = path .. file
if (love.filesystem.getInfo(filepath).type == "file") then
local data = love.filesystem.newFileData(filepath)
local extension = data:getExtension()
local fileName = string.sub(file, 1, #file - #extension - 1)
if (extension == "lua") then
self.index[parent .. fileName] = true
--print(filepath, parent .. fileName)
end
else
self:_scanFolder(path .. file .. "/", parent .. file .. ".")
end
end
end
-- Actor handling
-- Make it easy to handle actors
function World:isActorIndexed(name)
if (self.obj[name] ~= nil) then
return true
end
return (self.index[name] == true)
--return worldUtils.isModuleAvailable(self.actorPath .. "." .. name)
end
function World:newActor(name, x, y, z, properties, mapname)
-- TODO: handle properties, especially for gizmos
return self:addActor(name, { x = x, y = y, z = z })
end
function World:addActor(name, position)
local Actor = self:_getActorObject(name)
if (name == "player") then
self.player = Actor(self, position)
else
table.insert(self.actors, Actor(self, position))
end
end
function World:removeActor(actor)
for i,v in ipairs(self.actors) do
if v == actor then
table.remove(self.actors, i)
end
end
end
-- Bodies handling
-- Handle collisions and stuff. They're handled in 3D by default
local function _getBodyPosition(body)
if (body.getPosition ~= nil) then
return body:getPosition()
else
return body.position
end
end
function World:isCollisionIndexed(name)
return (self.def.collisions ~= nil and self.def.collisions[name] ~= nil)
end
function World:newCollision(name, x, y, z, w, h, d)
local bodyDef = self.def.collisions[name]
local body = {
name = name,
type = bodyDef.type,
position = Vector3D(x, y, z or 0),
dimensions = { w = w, h = h, d = d or 1 },
isSolid = bodyDef.isSolid,
}
self:registerBody(body)
end
function World:registerBody(body)
local position = _getBodyPosition(body)
return self.bodies:add(body, position.x, position.y, position.z, body.dimensions.w, body.dimensions.h,
body.dimensions.d)
end
function World:updateBody(body)
local position = _getBodyPosition(body)
return self.bodies:update(body, position.x, position.y, position.z, body.dimensions.w, body.dimensions.h,
body.dimensions.d)
end
function World:removeBody(body)
return self.bodies:remove(body)
end
function World:checkCollisionAtPoint(body, position, filter)
local x, y, z, cols, collNumber = self.bodies:check(body, position.x, position.y, position.z, filter)
return Vector3D(x, y, z or 0), cols, collNumber
end
-- Shape handling
-- Handle shapes, which make know what object is visible or not
function World:registerShape(actor)
local position, dimensions = actor:getShape()
return self.shapes:add(actor, position.x, position.y, dimensions.w, dimensions.h)
end
function World:updateShape(actor)
local position, dimensions = actor:getShape()
return self.shapes:update(actor, position.x, position.y, dimensions.w, dimensions.h)
end
function World:removeShape(actor)
return self.shapes:remove(actor)
end
function World:checkShapeIntersection(actor, position)
return self.shapes:check(actor, position.x, position.y)
end
function World:getShapeInRect(position, dimensions)
return self.shapes:queryRect(position.x, position.y, dimensions.w, dimensions.h)
end
function World:drawShapes()
local position, dimensions = self.camera:getViewCoordinate()
local shapes = self:getShapeInRect(position, dimensions)
for _, shape in ipairs(shapes) do
shape:draw()
end
end
return World