2019-04-08 19:58:41 +02:00
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-- baseworld.lua :: the base world object, that contain just a fast implementation
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-- of a 2D world. It doesn't support collision and stuff.
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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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2019-04-07 14:03:44 +02:00
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local cwd = (...):gsub('%.baseworld$', '') .. "."
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2019-04-01 08:08:54 +02:00
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local BaseWorld = Object:extend()
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2019-04-29 11:21:41 +02:00
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local Sti = require(cwd .. "libs.sti")
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local CameraSystem = require(cwd .. "camera")
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2019-04-07 14:03:44 +02:00
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2019-04-07 13:22:23 +02:00
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-- INIT FUNCTIONS
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-- All functions to init the world and the map
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2019-04-07 14:03:44 +02:00
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function BaseWorld:new(scene, actorlist, mapfile)
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2019-04-01 08:08:54 +02:00
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self.scene = scene
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2019-04-07 17:15:27 +02:00
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2019-04-29 16:40:44 +02:00
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self.cameras = CameraSystem(self)
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self.actors = {}
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2019-04-29 11:21:41 +02:00
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2019-04-07 17:15:27 +02:00
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self:initPlayers()
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2019-04-07 13:43:24 +02:00
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self:setActorList(actorlist)
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2019-05-01 14:36:40 +02:00
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self:initMap(mapfile)
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2019-04-01 08:08:54 +02:00
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end
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2019-04-07 13:35:49 +02:00
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function BaseWorld:setActorList(actorlist)
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if actorlist == nil then
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error("FATAL: You must set an actorlist to your world")
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else
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self.obj = require(actorlist)
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end
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end
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2019-05-01 14:36:40 +02:00
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function BaseWorld:initMap(mapfile)
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self.haveMap = false
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self.haveBackgroundColor = false
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self.backcolor = {128, 128, 128}
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self.mapfile = mapfile
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2019-04-07 14:03:44 +02:00
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end
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2019-04-07 13:22:23 +02:00
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-- ACTOR MANAGEMENT FUNCTIONS
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-- Basic function to handle actors
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2019-04-07 13:46:08 +02:00
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function BaseWorld:newActor(name, x, y)
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self.obj.index[name](self, x, y)
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end
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2019-04-29 16:40:44 +02:00
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function BaseWorld:newCollision(name, x, y, w, h)
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self.obj.collisions[name](self, x, y, w, h)
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end
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2019-04-01 13:09:21 +02:00
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function BaseWorld:registerActor(actor)
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table.insert(self.actors, actor)
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2019-04-01 08:08:54 +02:00
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end
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2019-04-07 13:36:21 +02:00
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function BaseWorld:removeActor(actor)
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2019-04-07 13:31:25 +02:00
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for i,v in ipairs(self.actors) do
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if v == actor then
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table.remove(self.actors, i)
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end
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end
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end
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2019-04-07 13:36:21 +02:00
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function BaseWorld:moveActor(actor, x, y, filter)
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2019-04-07 13:31:25 +02:00
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-- as the baseworld have no collision function, we return empty collision
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-- datas, but from the same type than bump2D will return
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return x, y, {}, 0
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end
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2019-04-07 13:36:21 +02:00
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function BaseWorld:queryRect(x, y, w, h)
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2019-04-07 13:31:25 +02:00
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local query = {}
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local x2, y2 = x + w, y + h
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for i,v in ipairs(self.actors) do
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if (v.x >= x) and (v.x + v.w >= x1) and
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(v.y >= y) and (v.y + v.h >= y1) then
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table.insert(query, v)
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end
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end
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return v
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end
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2019-04-01 13:09:21 +02:00
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function BaseWorld:countActors()
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return #self.actors
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2019-04-01 12:47:08 +02:00
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end
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2019-04-07 13:36:21 +02:00
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function BaseWorld:getActors()
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2019-04-07 13:31:25 +02:00
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return self.actors
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end
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2019-04-29 16:40:44 +02:00
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-- INFO FUNCTIONS
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-- Give infos about the world
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function BaseWorld:isActorIndexed(name)
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return (self.obj.index[name] ~= nil)
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end
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function BaseWorld:isCollisionIndexed(name)
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return (self.obj.collisions[name] ~= nil)
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end
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2019-04-07 17:15:27 +02:00
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-- PLAYER MANAGEMENT FUNCTIONS
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-- Basic function to handle player actors
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2019-05-01 14:36:40 +02:00
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function BaseWorld:loadMap()
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local mapfile = self.mapfile
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if mapfile == nil then
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self.haveMap = false
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self.haveBackgroundColor = false
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self.backcolor = {128, 128, 128}
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else
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self.haveMap = true
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self.map = Sti(mapfile)
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self.haveBackgroundColor = true
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self.backcolor = self.map.backgroundcolor or {128, 128, 128}
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self:loadMapObjects()
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end
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end
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2019-04-07 17:15:27 +02:00
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function BaseWorld:initPlayers()
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self.players = {}
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end
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2019-04-29 15:03:28 +02:00
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function BaseWorld:addPlayer(actor, sourceid, haveCam)
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2019-04-07 17:15:27 +02:00
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local player = {}
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player.actor = actor
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player.sourceid = sourceid or 1
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table.insert(self.players, player)
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2019-04-29 15:03:28 +02:00
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if (haveCam) then
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local xx, yy = player.actor:getViewCenter()
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self.cameras:addView(xx, yy, player.actor)
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end
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2019-04-07 17:15:27 +02:00
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end
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function BaseWorld:sendInputToPlayers(actor)
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for i,v in ipairs(self.players) do
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--TODO: make the player get from a selected source inputs
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2019-04-07 22:46:28 +02:00
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local keys = self.scene.sources[v.sourceid].keys
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v.actor:getInput(keys)
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2019-04-07 17:15:27 +02:00
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end
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end
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function BaseWorld:removePlayer(actor)
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for i,v in ipairs(self.players) do
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if (v.actor == actor) then
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table.remove(self.players, i)
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end
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end
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end
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2019-04-07 14:03:44 +02:00
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-- MAP FUNCTIONS
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-- All map wrappers
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2019-04-29 16:40:44 +02:00
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function BaseWorld:loadMapObjects()
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self:loadMapCollisions()
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self:loadMapPlayers()
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self:loadMapActors()
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end
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function BaseWorld:loadMapCollisions()
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for k, objectlayer in pairs(self.map.layers) do
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if self:isCollisionIndexed(objectlayer.name) then
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print("DEBUG: loading actors in " .. objectlayer.name .. " collision layer")
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for k, object in pairs(objectlayer.objects) do
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self:newCollision(objectlayer.name, object.x, object.y, object.width, object.height)
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end
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self.map:removeLayer(objectlayer.name)
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end
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end
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end
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function BaseWorld:loadMapActors()
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for k, objectlayer in pairs(self.map.layers) do
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if self:isActorIndexed(objectlayer.name) then
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print("DEBUG: loading actors in " .. objectlayer.name .. " actor layer")
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for k, object in pairs(objectlayer.objects) do
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self:newActor(objectlayer.name, object.x, object.y)
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end
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self.map:removeLayer(objectlayer.name)
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end
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end
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end
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function BaseWorld:loadMapPlayers()
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for k, objectlayer in pairs(self.map.layers) do
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if (objectlayer.name == "player") then
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print("DEBUG: loading actors in player layer")
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local i = 1
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for k, object in pairs(objectlayer.objects) do
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self:addPlayer(self.obj.Player(self, object.x, object.y), i, true)
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-- TODO: don't hardcode camera handling
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i = i + 1
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end
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self.map:removeLayer(objectlayer.name)
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end
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end
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end
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2019-04-07 14:03:44 +02:00
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function BaseWorld:getDimensions()
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if self.haveMap then
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return self.map.width * self.map.tilewidth,
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self.map.height * self.map.tileheight
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else
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return core.screen:getDimensions()
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end
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end
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function BaseWorld:setBackgroundColor(r, g, b)
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self.backcolor = {r, g, b}
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self.haveBackgroundColor = true
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end
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function BaseWorld:removeBackgroundColor()
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self.haveBackgroundColor = false
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end
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function BaseWorld:getBackgroundColor()
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return self.backcolor[1]/256, self.backcolor[2]/256, self.backcolor[3]/256
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end
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2019-04-07 13:22:23 +02:00
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-- UPDATE FUNCTIONS
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-- All update functions
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2019-04-01 08:08:54 +02:00
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function BaseWorld:update(dt)
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2019-04-07 14:03:44 +02:00
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self:updateMap(dt)
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2019-04-07 17:15:27 +02:00
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self:sendInputToPlayers(dt)
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2019-04-07 14:06:04 +02:00
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self:updateActors(dt)
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2019-04-29 15:03:28 +02:00
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self.cameras:update(dt)
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2019-04-07 14:06:04 +02:00
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end
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function BaseWorld:updateActors(dt)
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2019-04-22 09:36:29 +02:00
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local actors = self:getActors()
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for i,v in ipairs(actors) do
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2019-04-01 08:08:54 +02:00
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v:update(dt)
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end
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end
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2019-04-07 14:03:44 +02:00
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function BaseWorld:updateMap(dt)
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if self.haveMap then
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self.map:update(dt)
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end
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end
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2019-04-07 13:22:23 +02:00
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-- DRAW FUNCTIONS
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-- All function to draw the map, world and actors
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2019-04-01 08:08:54 +02:00
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function BaseWorld:draw(dt)
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2019-04-07 14:03:44 +02:00
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self:drawBackgroundColor()
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2019-04-29 11:21:41 +02:00
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local camNumber = self.cameras:getViewNumber()
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if (camNumber == 0) then
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self:drawMap()
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self:drawActors()
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else
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for i=1, camNumber do
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self:drawMap(i)
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self:drawActors(i)
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end
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end
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2019-04-07 14:06:04 +02:00
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end
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2019-04-29 11:21:41 +02:00
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function BaseWorld:drawActors(id)
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self.cameras:attachView(id)
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2019-04-22 09:36:29 +02:00
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local actors = self:getActors()
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for i,v in ipairs(actors) do
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2019-04-07 14:06:04 +02:00
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v:draw()
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2019-04-01 08:08:54 +02:00
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end
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2019-04-29 11:21:41 +02:00
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self.cameras:detachView(id)
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2019-04-01 08:08:54 +02:00
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end
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2019-04-29 11:21:41 +02:00
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function BaseWorld:drawMap(id)
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local tx, ty, scale = 0, 0, 1
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if id ~= nil then
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-- Du à la manière dont fonctionne STI, on est obligé de récupérer les info
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-- de position de camera pour afficher la carte par rapport à ces infos
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tx, ty = self.cameras:getViewCoordinate(id)
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scale = self.cameras:getViewScale(id) or 1
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tx = math.floor(tx)
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ty = math.floor(ty)
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end
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2019-04-07 14:03:44 +02:00
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if self.haveMap then
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2019-04-29 14:12:34 +02:00
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self.cameras:attachView(id)
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2019-04-29 11:21:41 +02:00
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self.map:draw(-tx, -ty, scale, scale)
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2019-04-29 14:12:34 +02:00
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self.cameras:detachView(id)
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2019-04-07 14:03:44 +02:00
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end
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end
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function BaseWorld:drawBackgroundColor()
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if self.haveBackgroundColor then
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local r, g, b = self.backcolor[1], self.backcolor[2], self.backcolor[3]
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love.graphics.setColor(r/256, g/256, b/256)
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love.graphics.rectangle("fill", 0, 0, 480, 272)
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utils.graphics.resetColor()
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end
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end
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2019-04-01 08:08:54 +02:00
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return BaseWorld
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