2019-03-16 12:27:38 +01:00
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-- assets/tileset :: tileset are automatic breakage of texture into quads. they
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-- have the adventage of being automatized, reducing the ammount of code needed
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-- to create quads.
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-- They have two manners to be draw: with their quad id (in 1D) or by using their
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-- place in the grid, in 2D.
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--[[
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Copyright © 2019 Kazhnuz
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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]]
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local Tileset = Object:extend()
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2019-03-18 17:20:33 +01:00
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local cwd = (...):gsub('%.tileset$', '') .. "."
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local Texture = require(cwd .. "texture")
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2019-03-16 12:27:38 +01:00
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function Tileset:new(filepath)
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2019-03-18 17:20:33 +01:00
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self.texture = Texture(filepath .. ".png")
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2019-03-16 12:27:38 +01:00
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local data = require(filepath)
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self.metadata = data.metadata
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self:createQuads()
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end
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function Tileset:createGrid()
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self.textureWidth, self.textureHeight = self.texture:getDimensions()
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self.width, self.height = self.metadata.width, self.metadata.height
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self.gridWidth, self.gridHeight = math.floor(self.textureWidth / self.width),
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math.floor(self.textureHeight / self.height)
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end
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function Tileset:createQuads()
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self.quads = {}
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self:createGrid()
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local quad, n
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n = 1
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for i=0, (self.gridHeight-1) do
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for j=0, (self.gridWidth-1) do
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quad = love.graphics.newQuad(j * self.width, i * self.height, self.width, self.height, self.textureWidth, self.textureHeight)
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self.quads[n] = quad
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n = n + 1
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end
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end
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end
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function Tileset:getTileID_Grid(x, y)
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local n = (y - 1) * self.gridWidth + x
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return n
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end
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function Tileset:getTile_Grid(x, y)
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return self:getTile(self:getTileID_Grid(x, y))
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end
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function Tileset:getTile(n)
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return self.quads[n]
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end
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function Tileset:drawTile_Grid(i, j, x, y, r, sx, sy, ox, oy, kx, ky)
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local tileID = self:getTileID_Grid(i, j)
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2019-03-18 17:20:33 +01:00
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self.texture:drawQuad(self.quads[tileID], x, y, r, sx, sy, ox, oy, kx, ky)
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2019-03-16 12:27:38 +01:00
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end
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function Tileset:drawTile(id, x, y, r, sx, sy, ox, oy, kx, ky)
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2019-03-18 17:20:33 +01:00
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self.texture:drawQuad(self.quads[id], x, y, r, sx, sy, ox, oy, kx, ky)
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2019-03-16 12:27:38 +01:00
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end
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return Tileset
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